Wednesday, August 20, 2008

3 weeks away and new screens

Hi anybody,

before I leave the house, I wanted to post the latest screenshots here.
Below you can see some outdoor scenerys and also some screens from dungeon levels.
I put a lot of time in imroving graphics and all donations I currently got were used to buy additional assets for the games.

I decided to list the names of the donators in the credits screen to honor the people who support me.

I am in rehab now for three weeks and I don't think I have internet there, so this might be the last post for at least three weeks.

I am planning to work on the game in the evenings there and hopefully there will be a demo-version of Valgards Fate when I am back.

Have fun!
Dirk






Wednesday, July 30, 2008

Outdoor levels

One of the things in my concept was, that the game does not start in the labyrinth, but outdoors in the forest. The player has to search the entrance of the labyrinth as one of the first tasks to master. So I needed to make it possible to use different tilesets and after a bit of work I finally got it to work. The game (and the editor) now supports different tilesets, which allows different visual appearances of the levels. I will upload a video of the current progress soon. Stay tuned!

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.