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Ludum Dare 26

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so, now what

Posted by
Saturday, August 24th, 2013 4:05 pm

So I’ve got some basic stuff down, not really sure where I want to go from here.

I’m kinda stalled on group selection, so I think I’m going to put it off for later. It’s more of a quality of life feature than anything else.

I could do collision handling, but I’m not entirely sure I want collisions yet.

Factories need to come in at some point. Currently, there isn’t a way to add new dudes to the game or add dudes in an intelligent way

Combat has to go in at some point as well.

Also, an AI. I’d like to have it be 2 player but I think I’m going to save that for when the game is mostly done.

Think I’ll do factories and a notion of ownership, then move into collisions.


Posted by
Friday, August 23rd, 2013 9:58 pm

So, I’m in. Theme is: 10 seconds.

Brainstormed a bit, couldn’t really find a way for that to not be a limitation but I thought it fit well with a game/mod idea I had a while ago. The idea was inspired mostly by Joe Abercrombie’s The Heroes. There’s a scene were a general is commanding a battle, but he has to command by sending messages and sortof hoping he’s reading the battle correctly because it’ll take 30-60 minutes for any given missive to reach the relevant captain. I thought it might be neat to have an RTS game that simulated that environment. So, I’m going to make a very small RTS where any issued command is enacted 10 seconds after it’s issued.

Going to code it up in C++, using SFML. I’ll use GIMP for my art needs, though I’m not much of an artist. Sound is a bridge that I’ll cross when I get there.

‘ere we go

lets go

Posted by
Friday, April 26th, 2013 3:37 pm

I’ll being participating in Ludum Dare for the first time this weekend with the noble goal of having something finished at the end.

Tools: Gimp, Tiled, Visual C++ 2010

Libs: sfml, pugixml (if needed)

Not sure what I’ll do for sound but I’ll figure that out when I get there.

Good luck, have fun everyone.

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