Monday, March 27, 2017

Short Break for a Side Feature...

Still alive. Still making (slow) progress on the game, when I can.

But since I started dropping my medication in mid-January, I've managed to go from 100mg of my meds to 30mg, my current dose. Another five weeks and I'll be off them entirely. Good riddance. Amitriptyline, you were not helpful.

Then hopefully I'll have neat updates every two or three days, the way I used to before I started trying to pry brain-altering drugs out of my bloodstream. :)

I did manage to make some small headway on The Last Score, though, and I thought I'd show it off. First, a cool bug from a few days back, because hey, it could be like a modern art game or something...? Maybe?

Cubism in games...? No, probably not.
And the new feature I just plunked together. Look carefully... no, up, up, right...


Give up? Top right corner. The mini-map is in. :D

It's not coded and everything yet. I'll need to plug in script to control scrolling, zoom, the main camera "box", moving the minimap around with the mouse... but not bad for a half an hour of googling. I don't expect the rest of it to take long, either.

The difficult part will be deciding how I want the map to render, so it's not a grainy reproduction of the original or without ruining the retro styling I've got going. I'll play around with it, maybe throw up some options for people to vote on... but honestly, style isn't what I ought to be focusing on.

I'll update more when I can get to it. :)

Sunday, March 12, 2017

Job system in place!

Sorry for the long absence-- between the migraine and struggling to get off these drugs, I had difficulty thinking, much less puzzling out the best way to go about handling NPC job completion.

Because code screenshots are so interesting...?
One of my general coding philosophies is "beat it until it looks stupidly simple". I'd like novices to be able to glance at my work and decide that game programming is easy. Because then I can glance at my work next year (or tomorrow :P ) and know exactly what's going on without spending precious brain cells.

Balancing is something I'm staring at now. Or, I will, once I get numbers plugged into this. While I know that this will only be solved by play-testing and tweaking everything, it's really shocking to realize that in almost every game I play, items' and characters' stats don't actually mean anything on their own.

In other words, I could make a character's HP (hit points) to be 4. ... I could make a character's HP 400. Each one suggests a different system, and that's not something you think about a lot. Or at least, I didn't. I was the GM at tabletop nights who preferred to co-run with a rules lawyer / combat GM so I could focus on characters, story, personal quests and plot and everything story-ish about the adventure.

Anyway. Tldr: I'm not dead, though some days I probably acted / looked like a zombie. I'm happy with the new job-system prototype, and we're moving along. :)