@ChevyRay I think you're really dang good at it to achieve that pace. It takes me like forever and a million years for editor features ;_; (Today)

@infinite_ammo cancel all my meetings that i didn't have. looks like i have other plans for today. (Today)

@infinite_ammo hahahh fuck I dont remember that and I should be all caught up. I must have missed that... (Today)

RT @Draknek: The Stugan deadline is coming up soon and @bnhw and I want to work on a new project there, looking for a 3D artist: t.… (Today)

@infinite_ammo oh god he's slamming the baby in the toilet. it's only a matter of time before he turns his toilet seat into a subwoofer too. (Today)

@infinite_ammo my fav is my upstairs neighbor who slams his toilet seat down also now apparently has a screaming baby in his apartment?? (Today)

@ChevyRay ugggghhhhh I LOVE MAP VIEWS OF THINGS AHHH (Today)

@jwaaaap I don't think you need to be SUPER HARDCORE but you def need platforming skills and the map system can seem kinda brutal at first (Yesterday)

@ChevyRay hi here is my tutorial on regular expressions this is how to verify an email address s/g+.a-Z0-9[]{/gi-?@/f-[a-Z]0-9??/gmail.com (3 days ago)

@TommyRefenes the lengths you'll go to become a metal gear solid boss amaze me (3 days ago)

@shaneneville t.co/9H8F5KlgFA (4 days ago)

@shaneneville well that sounds rad as fuck jfc (4 days ago)

@shaneneville tell me more (tabletop / pen and paper rpg systems are super duper fascinating to me) (4 days ago)

@Fruckert depends on my pace. if I'm working super fast I'll just have a text file in my csproj folder. if I'm slower I'll use trello. (4 days ago)

@ADAMATOMIC I'm not far into this talk yet but do they discuss how most of the costumes make characters look entirely different and incompre (4 days ago)

I'm excited to make games today! *checks task list* Oh right I'm stuck on like 50 bugs I don't know how to solve. (4 days ago)

@ADAMATOMIC just now realizing that I need a giant motivational poster of nasir over my desk at all times (5 days ago)

@obskyr YEAH I was bummed that the Hollow Knight soundtrack turned a bunch of the loops into short songs or arrangements :I (5 days ago)

I humbly request for video game soundtracks to feature more than one loop on the tracks that normally loop in the game~ (ESPECIALLY BOSS TRA (5 days ago)

RT @bitmOO: Hi, I make playful art! :) If you like my work please consider supporting me: 🐮 t.co/dFSRVxbXzf ☕️ t.co/F2hPwao… (5 days ago)

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posts tagged with: gaiaden

2014 - 2 - 22 / 8:09 pm / general

Screenshot Saturday

Image

Just a quick post for Screenshot Saturday. Working on getting a first pass of art in the game and hopefully have something to show by GDC time. I'm still figuring out the whole work flow with Spine, and also high res assets. For now it's looking like Flash is my best bet, at least for particles, but for other frame by frame stuff I'm still not sure what I'm going to do to achieve the look that Photoshop gives me...

I'll save those details for a future blog post though!

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2014 - 1 - 21 / 11:59 am / general

Dev Log: RPGish Systems

Dev Log: RPGish Systems

I'm spending this week at the lovely Indie House in Vancouver, Canada! Since I was coming up to Seattle for Steam Dev Days I figured it was a good opportunity to just hop on a bus and spend some time with my best Canadian pals.

The past couple of days I've been banging my head against a wall trying to come up with some kind of RPG inspired system for the game tentatively titled Gaiaden. One of my goals for the game is to have a robust system of equipment, weapons, enchantments, and all that kinda stuff for the player to experiment with. I've never really created anything like this before so all of this stuff is completely new territory for me.

I thought a good place to start would be to check out roguelikes since they are games usually all about systems of items, equipment, spells, and more. I searched around for some open source ones and managed to find Amaranth. Although the source of this game is super clean, it was pretty hard for me to follow.

I also tried looking up just some general purpose roguelike development tutorials for using items, equipment, and all that kinda stuff. I read through a couple like this one and this one but they weren't really digging deep enough to get to the part I was really curious about. I want a system in which "Enchantments" can trigger, and then have an effect on something in the game, and I couldn't find any resources to help me understand how to build such a system.

I put out a call for help on Twitter and got help from a lot of developers, and I'm constantly amazed at how awesome the game making community is. Special thanks to all of you who helped me out via Skype and Twitter! You are the very best.

After some late night chats with developers who've been through this scenario before, it seems like I have to go down the route of using a bunch of events in order to trigger any enchantments that are on the player. The idea is that equipment in the game can have enchantments which could have simple to complex conditions, and effects. I want to ultimately be able to generate equipment and enchantments on the fly... and it turns out this is pretty tough to figure out.

I have a basic system working now, but the way I do it right now is to loop through all the available enchantments on the player and have them call a CheckTrigger() function. That function also takes in a struct called TriggerInfo, which will eventually contain a boatload of info about the current game state. I might scrap this and go for a pure event based system, but I worry about over using events and not being able to follow the code if everything gets totally decoupled. The TriggerInfo method works great currently, but I have a feeling once I try to trigger enchantments based off of things like "the player just built an island" or "the player just took damage" it'll become a pain to register that with TriggerInfo on the update function.

So that's where I'm at now, just churning away at this system to eventually enable the player to get some cool stuff set up.

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Hi! My name's Kyle, and I make video games most of the time in Denver, Colorado. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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