|Posted by Rowan Powell on December 8, 2014 at 6:10 PM||comments (1)|
After updating my site recently, it got a little bit of attention and so did one of my games in particular - Anya's Quest.
So I put in motion a plan to expand the game that was sketched out at release, but I didn't have the motivation for. new mechanics and other fun features are planned but this week so far I've just been adding some more items to start to flesh out the game a bit more.
Scythes are a new type of item being added to the game, which focus on having high crit damage but low base damage and are mostly found later on in the game. It's going to be difficult to balance these properly so that the huge burst damage doesn't make them a strictly better choice (Both in terms of DPS and armour penatration). I've also added some more orbs, a +30% crit damage and a +20% crit chance as well as a large version of the +2 damage orb, a +3 orb (Which might get a bit out of control...)
|Posted by Rowan Powell on November 29, 2014 at 2:05 PM||comments (0)|
So this week I decided to make a quick text based adventure game, so I could continue to grow my list of finished projects, but also to try something completely different.
In my typical style I went for a dungeon explorer, but it was a fun challenge to try and describe the whole journey and the locations I had in mind with just some text on screen. Initally I wrote the game code by having room classes which extended into classes for each room (Which did allow for very specific room code, which had it benifits) but this rapidly got way too large and instead I've written a function to grab rooms and their descriptions from text files, which is far more convinient, but somehow takes the fun out of the creative process.
I'm not sure wether I should call this project complete, say that I've written a dungeon to explore and look around, or if I should extend it and add more areas and more story. I think I'd like to, but with this sort of game it's unlikely that there'd be much of an audience for it, which can be demotivating.
|Posted by Rowan Powell on October 26, 2014 at 8:35 PM||comments (0)|
I've not done as much interesting development on the game this week, as various bugs and business has kept me from it.
On the plus side, the healthbar/manabar work is being written and should be quite interesting.
It's been difficult to keep working when there's so much demanding my attention, but I'm determined to keep working on the game.
|Posted by Rowan Powell on October 19, 2014 at 3:10 AM||comments (0)|
It's been a long time since my last project, Anya's Quest, and I finally have time to start working on games again!
I'm working on something a little smaller this time round, SourceOfMana. This game is an arena-based hack & slash through a dungeon (I do love dungeons, maybe you've noticed?) where your power and health are tied together through your Mana.
The key idea of this game though, is that your mana and power come from a certain element, the source of your mana - and by searching for the true source, you can unlock more of your power.
I've got a basic mockup working, though I'm struggling to get the unit collision to behave properly. Hopefully this will be a fairly short game (Perhaps 5-10 generated levels and a boss) that I can polish up and call finished.