Wednesday, July 9, 2008

Dialogs, Dialogs, Dialogs

Ok, I got some things working, as there is:

- player has attributes now
- strength (strength add extra damage to your attacks)
- stamina (stamina raises maximum hitpoints)
- agility (agility raises the chance to parry attacks and avoid traps)
- intelligence (casting spells or using runes needs a certain level of intelligence, the more power the spells have, the more intelligence is needed to cast them)

- new loading screen
- dialogs, like character creation, looting monsters
- menu system with minimap
- 3 different monsters (rats, skeletons, goblins)
- particles, still particles, animated particles, textparticles
- explosive traps (other traps will follow)

Here is the video:

Wednesday, July 2, 2008

Proceeding soon

Long time no updates... I was very very busy with other projects (the ones that feed my family) the last weeks. But it seems that its getting a bit more stressless now... So hopefully I will continue with Valgards fate in the end of this week. I plan to add level transitions, more monsters, character stats and different weapons within the next days/weeks.

Saturday, June 7, 2008

No more fog

Today I decided to rip the fog of war off the game. There were too many people complaining about it, so that it made no sense to me to let it in the game.

This decision will put away some of the "roguelike" idea behind the game, but I found that the very restricted view due to the screensize is enough constraint.

Instead of the fog I now added a bit of darken out to the edges of the screen, which gives a bit of an impression that there's a lightsource at the players position (like wearing a torch).

A very positive thing is that the fog of war slowed the game down a bit, which runs a bit smoother now.

Wednesday, June 4, 2008

The video

Here is the video that shows the monsters in action. The final game will have a good variety of monsters like rats, skeletons, goblins, gazers and some other.

I am currently working on the stair-functionality. The stairs are the connection between the levels. I think they will work correct tomorrow. I plan to hold all levels in the Zune memory, so that no loading times will disturb gameplay.

Tuesday, June 3, 2008

Monster

The monsters started populating the dungeon. I got the skeletons working. They wander around and if the player is nearby they attack.

I finished pathfinding (A*) but it caused terrible lags on the Zune. I guess its all too much for the little processor. So right now they seem to be a bit of dumb until I find a new way to make them a bit smarter. But anyway, I don't really think that they need to be smart. They are skeletons without brains, right?

Wednesday, May 28, 2008

Donate button

I decided to put up a donate button on this Blog.

Not to get rich, but because I already bought assets for Valgards fate and I am sure that the costs will grow with projects growth.

So if anybody really wants this game to be finished as fast as possible, don't hesitate to donate a few bucks. I will spend any incoming money only for Valgards fate game assets (3D models mostly).

Any help is highly appreciated.

Greetings

Working on editor & content

Currently I am working on the editor and game content (namely graphics).

The editor is already coming along nicely. Doing graphics is a very long process, but I already have some nice tiles and assets for the game.

Here is a screenshot of what I am able to do at the moment: