Blog | Games | About | Contact | Links

Sun, Jun 29th 2008, 17:26
Creeping Deadline  

Let's start with the longview; This week flew by and my combat prototype is less developed than I had hoped it to be by now (there will be no public release as of yet), but I'm going to go ahead and use it. This leaves me with about a month to go before my original "open beta" deadline. I fully intend to keep this timeframe, so the next two weeks will be spent getting the combat up to snuff. From there, it'll be a grind until August to integrate it with the main game and get as much "in house" playtesting done as I can. After that, it'll be a matter of evaluating player feedback and adjusting accordingly. Assuming no catastrophic occurrences, this last phase should be smooth sailing.

And now, since I'm such a swell guy, here's a screen of the (very) rough combat prototype:

I know what you're thinking. "Oh no! Blocks. On a grid. And you probably have to match them!" Well, you'd be right, but this has some quirks that can't be seen in the screenshot. It's not the pinnacle of originality, I'll admit, but accessibility counts for a lot here. In total, it should still feel like its own game, which is enough for me.


Sun, Jun 22nd 2008, 18:19
A New Era  

Here we sit at what can only be described as a milestone. The server and client have full implementations of all the non-combat systems. This is great news, of course, but brings with it an interesting dilemma.

You see, the as-of-yet undisclosed combat system is in a limbo of sorts. I have my original plan for it clearly mapped out, and am very fond of it. It should be a lot of fun to play and its integration with the rest of the game would be an interesting mix, but that's where its value ends.

So, I've decided to take a stab at creating an alternate combat system. I've got the design for it mostly hammered out already, and I intend to spend the next week putting together a prototype to evaluate it's fun-ness. If this ends in catastrophic failure (which is entirely possible as this is, get ready for it, a puzzle game) I'll probably just scrap it and go back to the old model (which is not a puzzle game). If it succeeds, however, I'll have something more approachable and with a great deal more longevity, which is more fitting with the large scale goals for this game anyway.

So stay tuned for news of the coming tinkerings. I may even publicly release the prototype for feedback. Also, there are no screens this week. Life is hard.


Sun, Jun 15th 2008, 14:18
Two For You  

In a complete reversal of my normal posting habits, I give you: minimal text and tasty new screens!

New and Improved Sector:

Brand Spanking New Market:

I'm just going to leave it at that for this week. Next update, things will probably be back to their normal, long-winded, screenshotless state.


Sun, Jun 8th 2008, 09:45
Time Slip  

Somehow, I completely lost two weeks of time. Also, it seems my updates have moved to Sunday, putting me in the company of McGrue, Kildorf, and SDHawk.

A fair amount of work went into this week's update, though it really only comes down to two improvements. A large part is some handy changes to my object management / tracking stuff for debug purposes. Not particularly exciting, but helpful. The other portion is thanks to that swell guy Overkill, who went to the trouble of adding the keybuffer stuff to the lua binding, which instantly made the game feel more complete. Well, once I got past some weird kinks and quirks with both it and v3's printstring it did.

So this is pretty light and not especially exciting, but I am back on course. Look forward to a tasty update next week.