Posts Tagged ‘Dawkemon’

Probably my last little update before the deadline

Posted by
Sunday, August 26th, 2012 2:23 pm

Game mechanics are finally coming together, plus I’ve cleaned up a lot of the interface.  Still haven’t really worked much on actual content though :(  Let me run through real quick and list off everything that is currently working…

Start a new game, travel around the map, initiate battle, use attacks, flee, deal and receive damage, move use counters being limited and depleting properly for you and enemies, kill/die, win/lose battles, gain item drops based on drop rates, use items from inventory, view inventory…

What are the key things still missing, mechanics-wise?  Switching active Evomemes in battle, Save/load game, attack accuracy/evasion, exp gain if it’s not item-based… that’s all I’m coming up with.  We’ll see how much I can get done with ~3 hours remaining.  A lot of stuff I could try to show you, but… no screenshot for now.  Sorry!

Red Bull + Daft Punk = ???

Posted by
Sunday, August 26th, 2012 10:34 am

Well, today got off to a rough start.  Low energy, lots of distractions… Still, I’m making progress.  I’ve got the core combat mechanics done with, and I’ve finally gotten my damage formula tweak’d to something that seems right to me.  Needs a lot of messages to the player so s/he can know what’s going on, but the functions themselves are working.

Next up, exp gain, item drops, and the whole inventory system!  Eek!  That’s a lot for roughly 7 hours.  GO GO GO!

Also, have a screenshot of a functioning battle:

Chonosome used SLEEP. It’s SUPER EFFECTIVE!

Posted by
Saturday, August 25th, 2012 8:07 pm

I can feel myself slipping away as I type these words, but I am sticking to my plan and posting a screenshot before I pass out.  I’m about half-way done with combat… still need the actual damage calculations worked out… might do it half-way for now, and come back and implement elements/weaknesses/whatever later, if time permits.

But actually, first thing’s first.  Screenshot and sleep.  I’ll have about 12 hours left tomorrow, plus or minus… who knows how much content I’ll get to add… not nearly so much as I’d hoped, but… ah well!  Good night, LD Crew, and good luck!

Half way to forever…

Posted by
Saturday, August 25th, 2012 6:13 pm

So, we’re half way there already, huh?  Alright, I can live with that.  I got hung up for a while and didn’t make much progress for since the last update.  I’ve got the transition into battle ready.  I generate the enemy’s evomemes and deal with pre- and post-battle dialog.  Battle itself should be hard to implement… it’s mostly some numbers games, right?  Anyway, I’m gonna try to get a couple more hours’ work done tonight in case I’m interrupted tomorrow.  I still wanna get all the main mechanics done tonight if possible.  We’ll see what happens.  I’ll try to put out one more update before I go to bed if I can manage not to suddenly crash.

 

Also, next time I’ll have a screenshot, I promise!

Another peek-a-boo update

Posted by
Saturday, August 25th, 2012 2:27 pm

Just trying to build a habit of checking in every few hours.  Still plodding along, but no major breakthroughs yet.  I’m building up the infrastructure for my critters – I’m calling them Evomemes.  Figured out what stats they’ll have… working on figuring out formulas for leveling them up… then I’ll put a couple attacks in, and build up a combat system.

Did I mention in the last update, I can’t remember… my goal is to get ALL of the game mechanics working and tested TONIGHT, which’ll leave me all day tomorrow to fill out the game with actual content!  One of my personal goals for this LD is to get enough content that I can personally consider it a “Full Game”, or close to it.  Usually with LD you end up with one or two tiny levels, and that’s it.  I want more!  I want full RPG goodness!  I’m not honestly expecting something on that scale this weekend, but I’m at least striving to push my game in that direction.  GO GO GO!!!

Hopefully by the next update I’ll be able to show you a stat screen and/or a battle screen!

Slow, incremental steps. Kinda like evolution?

Posted by
Saturday, August 25th, 2012 10:54 am

Another short update – Making slow but steady-ish progress.  I’ve got the very basics of displaying and moving between rooms working.  I would post screenshots, but… it’s a text based game!  I figure there’s only so much of that sort of thing anyone can handle, so I’ll wait until I have a lot to show until I use up your patience.  Next step is to allow for rooms to add context-based commands to the prompt, such as talking to a person in the room, or battling something, or… whatever?  After that, it’ll be time to tackle actually creating the ‘mons and building the inventory, status, and battle systems!  Eek!

Quick Update: Title and ‘Screenshot’

Posted by
Saturday, August 25th, 2012 4:24 am

Just wanted to throw up a quick post with my amazing first screenshot from my text-based game, Dawkemon.  Look upon my works, ye Mighty, and despair!

Dawkemon

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