procedural

Many many questions, much answers

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The album (Link) I submitted to reddit’s r/indiegaming really caught on and I received a ton and ton of questions and a lot of great feedback! Also about a hundred twitter followers, thanks guys!

I tried my best at answering questions there (spending close to 4-5 hours watching Community while answering new questions) and after a while I just had to go to sleep. It gave me an idea though, to answer some of the most frequent questions here on the blog!

I will be adding a specific FAQ page after this blog post when I’ve gathered all my thoughts.

PC? PC/MAC/Linux, other platforms?!

The game will release on PC at first. As I am developing in XNA the dead ancestor of Mono, I will be able to possibly port on to other platforms after the initial release.

Controller Support?

I am currently only developing with the intention of having a mouse & kb controlled player character, but I definitely wouldn’t shut controller support out. Xbox controller inputs are pretty easy to implement, but it’s a different story if I can balance the gameplay-design between these two setups.

Release Date, Pre-alpha, Greenlight? Money!?

There was a lot of interest, both in comments and in private messages to quickly throw money at me for a pre-order. Which would help immensely, but I’m hesitant to do this early (for several reasons).

One reason being, that I need to sort out starting up a company here based in Finland.

Second reason, is that I don’t want to hastily go in to taking money from strangers for a project that’s this early in development. I am however, working very hard to provide a pre-Alpha trailer teaser and a free playable alpha demo of the first level’s sub-dungeons in the coming month. Just to get a lot of early feedback from players & to generate interest for the possible upcoming Greenlight.

As for release date, I think it is way too early to estimate. But if we’re throwing deadlines around, I would like to finish the game by Q3/Q4 of 2014, with the possibility that everything goes more slowly than anticipated and the game is delayed until early 2015.

There’s also some other stuff I can’t yet talk about pre-orders & crowdfunding.

A lot of people offered to help with Music/SFX/Graphics/Marketing

I don’t want to sound like I don’t appreciate it, because I really do. It’s awesome that the community is ready to help other developers.

I however do have a composer that I’m working with, for both soundtrack and sound effects. If you however are willing to be on the “just-incase” list you can email me your info/some concept/samples to waldirgame@gmail.com ! I do look through my emails pretty frequently and will take in to consideration if something were to go wrong with my musician at the moment.

The issues raised by the logo are legit, and I really appreciate all the feedback & help offers I’ve gotten for it. I would still like to work on it by myself for a while (redesigning, trying out different things) just because I have a hunger to develop my skills further. You can still keep emailing portfolios & concepts to waldirgame@gmail.com if I happen to decide that I absolutely can not do it by myself!

Plans for the near future:

Like I said, working on the teaser, and finishing up content I’ve been due for a short while now. Drawing bosses/minibosses, implementing the sub-weapons and tweaking the level generation.

I’m entering some very exciting times and really love to be sharing it with you guys! Keep peace and prosper… or something.

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Just to remind myself, this picture was taken 28th of December 2013… Yeah

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A medium sized update with sprinkles on top

Today I got to improve some of my not so awesome code! The version of my level generation process was not quite as elegant as hoped. It was a one big giant procedure that puked out all the rooms in the level when the level is called.

So I re-arranged some code, wrote some more and got out of the whole mess with a little smile on my face. I’m not gonna go in to great detail of what I did but I can show you some progress shots here.

 

First things first, yesterday I got sidetracked while coding this thing to make the chests now spawnable (and hold items inside) as well as redesigning the barrels I had. Which previously only had two frames of poses. Intact and broken.

 

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Now you can smash them, hope hearts fly around and watch the ugly WIP particles explode! (Seriously, I’m gonna work on them later)

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The chest turned out a lot better imho, at least when I get around adding more items to the container list. Why Waldir has a bunch of hearts laying around inside chests in his basement is a question I can’t answer though.

 

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bonus madness gif

 

Next up, the actual progress stuff. Although small, it is a significant change from the old stuff I had.

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I’m not sure if that gif shows it very well (I need a better director for these gifs), but the room doesn’t actually generate untill you walk in to it now. This means I can better control what kind of conditions apply and what rules to abide when randomization happens. Mainly I did this so the system can check better if miniboss rooms will appear. (Depending on how long deep you are in to the dungeon, the better chances of spawning it has)

This also allowed me to do a boolean check for the minimap that sees if the room has been visited or not. So now when you visit a room, it’s marked on your minimap and all the rooms it’s connected (excluding all the secret rooms & stuff) are shown a little darker and transparent untill visited.

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Also inspired by the Minimap change (which’s position is a bit off as of now, I need to fix it) I did some changes to the main UI piece where your HP and XP bars are shown. Image

Not perfect, but I like the direction it’s taking. The font for the heart counter is a bit out of place but since it’s pre-alpha it’ll do it’s job!

 

I still have a lot of work to do untill saturday! I hope to keep my deadlines this week around after missing some last week 🙂 Mainly I’ll try to do treasure rooms appear, aswell as begin working on the first boss or miniboss, either way. 

 

Huge thanks for reading through this rant and hope to engage you to wait untill next time!