So the biggest news this month is that my book is finally completely released! It has been a really long time since I finished writing it, but I suppose this is just the downside of Manning having a high quality bar and spending months on making everything perfect. At any rate, the book is available on both their website and on Amazon.
As for my RPG, this has felt like my single most productive month. I realize this is because of multiple systems I implemented months ago falling into place (eg. the data models for shops have existed this entire time, but you couldn’t see it) but it still feels awesome.
Continue reading “Unity in Action 2nd ed. is out!”
The most visible addition to the game this past month is the character select menu when you start a new game:
Character select is pretty snazzy eh? That said, most of the work I did this past month was actually on the town; it’s just none of that is visible quite yet.
Continue reading “Character Select Menu”
Here’s a video showing off updates since last month:
The main things added are character portraits, a grid for selecting spells and items, and saving the game. Continue reading “Portraits, Inventory, Saving”
Last post I had shown the prototype’s combat UI, but I hadn’t shown it in action. Here’s a video of a full battle sequence, from encountering enemies while wandering the dungeon, to gaining loot after killing them:
Continue reading “Map and Combat WIP”
Happy holidays! I’m writing this month’s post a few days earlier than normal because of the holidays. Since last month, I’ve put in the UI when you enter combat:
(wood frames by Rexard)
This of course needs to be polished further in the final game (checkout those awesome fonts!) but is perfectly functional for prototyping. Combat is actually playable now, but I want to implement a bit more of the game before publishing a public prototype.
Continue reading “Building the Combat Prototype”
Happy just-after-Thanksgiving! I’ve been adding to my game’s graphics and putting in some useful touches to release the first playable prototype soon. In particular, I’m going to talk in this post about camera shake, and then tips for improved “randomness”.
But first, here’s a quick peek at some additional enemy sprites:
(monsters by Paxton Paddington)
This was just a mockup of combat in the first-person dungeons. In particular, I did that mockup to test camera shake when enemies attack you:
Continue reading “Some useful scripts”
Alright, last month I had the beginnings of the procedurally generated maze, and this month I’ve done a whole bunch more! So much in fact that I’m going to limit myself to 3 key things in this update: the maze mesh, recolored enemy sprites, and productivity process.
First, the maze mesh. Long story short, the game generates that now! I worked out how to create a mesh in code and then wrote code to move around inside it; here’s a quick video I captured of moving around the maze:
Looks pretty cool, just like I’m going for! Here are a couple screenshots from the editor showing different generated mazes:
Continue reading “The dungeon has graphics!”