Wow I might actually have a gaming engine sooner than I thought, I went to gamefaqs and I’m getting some help to structure some of the programsi need to make my game engine work. kinda stoked right now…hehe. more updateson my project soon enough.
I also made a joke monster for people to look for in my game, this monster isn’t weak but you guys are going to have a barrel of laughs when I take this guy out. or girl out. i already have her three names for each stages and have a plan for her movesets, people might be disappointed for the first form but be patient and then you’ll start to see something good. the end result is slightly op and hilarious, this monster I’m going to make people work hard to get it. and make it untradeable to make people work for it.
now I am in the process of making some tilesets and I have to make a ton of them. these tilesets are 64 pixels high by 256 pixels wide. not gates generate a space for players to put a route module. so im working on a simple yet effective way to use many many tilesets. then I make my island, the Crystal Home and junction points. the coding is going to be rather simple first the game loads a large grid of variables. as the home gets expanded the gates and routes are moved accordingly. like that the main island and the town can expand and avoid conflict. as for the terrain generation as you unlock parcels of land your map is permanently updated. so oyu start with an island and wind up with a larger world as you progress with the story. I have over 50 different tilesets to work on…
New update I might be able to have a technical demo to show off for kick starter, and this means that by april I might have an alpha game demo, to go with the donation page. still tweak some code out. im done with the fetch quest code, now im also done with the gathering mechanics, still have to finish the crafting, the attributes, AM code for higher quality messages for characters to speak and you get to see their face. then its the game box mechanics, where your island has a hitbox, gates are placed just out side of the hitbox for the island to allow for expansions. and all this in very little coding.
ok not making my demo yet but im solving my map engine problems which will mean a new kind of mapping for players to enjoy. I’m currently working on learning my subroutines and arrays saving and loading. so can’t say to much on it but its a rather simple system for mapping. and requires less maps than any other game. I only need 6 maps and that’s it. the loading is very quick in theory because of how im coding it. and I won’t have to make too many changes to make more and more modules available, just adding a few references here and there, and voila a weird new way of mapping the game.
I’m pretty sure a ton of people will want to use my code for their games. So, I’m working on the crafting system and the saving and loading of the maps. the two are interconnected. also I’m re-working my original stat system based on some ps4 game mechanics of another game, thank you Darksouls 2 for the inspirations you gave me.
hope fully I can finish my demo to showcase my project to the public.