Tuesday 23 July 2013

Been a long time..

Hey there,

Progress has been slower these past few weeks due to unexpected circumstances. Have no fear, we are still here and still working away. Here is a screenshot of a new and still very "work in progress" biome, the desert.


Sunday 23 June 2013

D'em Caves

Recently we have all been working on cave generation, we have now perfected the generation of the cave layout, and created a ton of objects that can spawn within them. These include, stalagmites, pitfalls, mobs, traps and more.

In the image below I have purposely removed all lighting, mobs and objects. It is literally a bare-bones  empty cave. Here you can see the procedural layout of one of the caves, excluding "special" rooms.

Caves are generated at random and can be re-generated in-game. (Dungeon Crawler mode, anyone?)


Thursday 6 June 2013

Been a long time..

Haven't updated the blog in a while, my bad.

We have been working on many different aspects of the game, its hard to list them all. Here are the main ones.

We have been working on random cave generation recently, and its going really well. Currently we can generate unique caves whenever needed, and work has started on cave biomes. The picture below is a few of the near infinite cave layouts.



We have also been working on the crafting UI, it is about half way done. Having problems getting it to interact with the inventory properly, but I am sure we will figure it out.

James has been working on enemy spawning, currently their are three ways enemies can spawn. The first way is via a spawner, such as a spiders lair. The second way is constant spawning off screen, and the third way is when we spawn mobs ourselves in specific places.

There are loads of other tweaks we have been  making and Niko has been working hard as usual. :)




Tuesday 21 May 2013

Lighting, New Enemy Type.

Thought I should let you guys know what we have been up to;

Niko has been busy fleshing out the grassland biome with more enemy sprites. I could show you them, but I wont. *evil laugh*

Personally, I have been working on a day/night cycle and lighting system. I have also been implementing a day/night system as well as programming a new enemy type.

James on the other hand, is being lazy.

Sadly no screenshot today, the lighting system is too ugly atm.


Sunday 12 May 2013

Whazaaa!

Been a productive week, this is what we have been up to..

Niko has been hard at work making both enemy sprites, and weapon parts to go in the random weapon generator. These will most likely replace the ones you have seen up to now.

Here, have a spider.




I have been working on the talent tree, knockback, and the gui. While James has been helping me get the random weapons to work within the inventory.

(Click for full size)

Its not perfect, but its getting there. :)

-stevis

Monday 6 May 2013

Loads O' Weapons!



So, we decided to include procedurally generated weapons in the game, this will provide a lot more variation.

Here are a few weapons that the current system has spat out. Includes 3 staffs and 3 swords.
All swords have different swing speed, damage and hits per second.
All Staffs have different damage, projectile amount, projectile damage, and projectile type.

     


Tuesday 30 April 2013

Screenie

Development has been slow due to Finals approaching. On the bright side, they are over in 2 weeks.
Here is an ugly development screenshot.

Thursday 18 April 2013

Gore, Glorious Gore.

Been working on the gore system today, (instead of studying for exams, errgghh).

Thought I should let you guys know how it is going so far, here is an example of a mobs death. I think it requires more blood, what do you think?

(I recommend watching in HD!)

Friday 12 April 2013

New Member!

We were in desperate need for a sprite artist and Niko came running. Our knight in pixelated armor.

That's right, we have a new sprite artist! You might know him a EpsilonEagle256, over at the ChuckleFish Forums.

In other news, I have been working on the weapon system. Currently we have two different weapon types implemented but plan to have about 9. I will leave the in depth talk about weapons for a future post.

James on the other hand is still working on the inventory, you can currently pick up, store, drop and equip items in the inventory. He is now implementing a way for stats and tool tips to be viewable from within the inventory.

One of the weapons I have implemented is the staffs, these are all area of effect "magical" weapons.

Here is an example of a fire staff, bare in mind the player animation has not yet been made for the using of the staff, so it might look a little strange. Also, the process is in 60 fps in game, but the gif has only 15 frames.  It looks a hell of a lot smoother when used in game.




Tuesday 9 April 2013

Well hello thar!

Hello, and welcome to our blog.. pfft too formal.

So, this the official blog for our currently in development game called... (We really should decide on a name)  For now, we are calling it Summer Game, but that game will not stick.

What is the game like?

Well its a top down, survival adventure game with rpg elements and a retro art style. We have written a full GDD and are ready to roll. We are still in very early stages of development. For instance, I am currently working on the talent tree and James has been hard at work on the Inventory.

What can you do to help?

Spread the word! Once we have enough of the game built we are planning on running an Indiegogo or Kickstarter campaign, So the more fans we have, the better funded we will become, and we can then put more time into the game.