
Latest News and Blogs
- A Little Change of PerspectiveSo, at this point, we’re all familiar with the way this game looks. We’ve got our little guy, a camera fixed behind him, he can move up, down, left, and right. He can jump and stuff too. Neat! The Octopath Problem One of the things I’ve been thinking about a lot lately is what I wanted my areas to look like. I have plans and ideas for this world, and I needed to do some thinking about how it would come together. While I was thinking about this, I started thinking a lot about Octopath Traveler. That lead to watching… Read more: A Little Change of Perspective
- Are We the Baddies?Remember this guy? Okay, he’s a little blurry in this screenshot, but he’s really far away…. Okay, wait. Listen. Let me start over. It’s been a while since I’ve written one of these. Back in the day – meaning every day until this day – that little red guy was just kinda sitting there at the end of our little walkway. If you ran up to him, he’d chase you around, but other than that, there wasn’t much you could do with him. So the next thing on the list is to make it so you can, you know, kick… Read more: Are We the Baddies?
- A Little Respect for AuthorityBut first, some housekeeping… Alright, I’m removing the “Day X” part of the title post. The point of the Day X posts was to keep myself working every day. It made sense when progress was happening fast and huge decisions were being made daily. I’m progressing into features that are taking longer than a day, I’m finding that some days I don’t have enough time to make meaningful progress on something, and I don’t want to waste everyone’s time writing posts that just say “No meaningful updates today teehee lol xd”… So anyway. Onto the main event… Authoritative Nodes Last… Read more: A Little Respect for Authority
- Day 29 – GatekeepingToday was an “under the hood” kind of day. Yesterday, I implemented the basics of the display part of the dialogue system. After all, it doesn’t do us much good to have a fancy editor if we can’t use it to build things that actually work. Today, it was time to make the whole thing server authoritative. So what needs to happen here is that when the user starts a dialogue with an NPC, the server needs to do a bunch of checks to make sure it’s okay for that to happen. Some of these checks include: Is the user… Read more: Day 29 – Gatekeeping
- Day 28 – We Should Talk … AgainNo, you’re not seeing double. No, you do not need to adjust your television set. No, you are not stuck in a time loop. We’ve just done this before. I just spent 5 days building a graph-based dialogue editor for this game, but building the editor was only half the battle. The other half is actually using the dialogues generated by the editor. So that’s where I (finally) started off today. I didn’t have very much time to work, so what I’ve got so far is extremely barebones. A very full half of it is hacked together. It’s missing a… Read more: Day 28 – We Should Talk … Again
- Day 27 – Hey, Frieza! I got somethin’ for ya! HERE, HAVE IT!I spent the little time I had today extending the dialogue graph to include events now. I’ve only implemented two – those are adding or removing items, and setting or unsetting progression flags. But as I’ve previously discussed, implementing 2-3 nodes is typically all it takes to figure out what needs to be generalized on a higher level. What I mean by that, to peel back the curtain for a second, is that typically what I’ll do when designing something like this is start hyper-specific. So for example, it’s time to make an event system. I know there’s gonna be… Read more: Day 27 – Hey, Frieza! I got somethin’ for ya! HERE, HAVE IT!
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