The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: game

Sidetracked?

I think I’m some sort of master at being side tracked. I have an uncanny ability to not only stare blindly at a computer screen but I can say I have the ability to find other things to do, maybe I have a tiny bit of ADHD.

So this past couple of weeks, this happened…

Yea… decided to just beat the game over the past couple of weeks. It’s been a long time since I’ve really played the game, so it was nice to jump back into it and give it a go and try and remember a lot of the little secrets and such. I did utilize a lot of save states so it made life a lot easier. I tried not using a guide for a lot of it, but I did have to use it for a few things I couldn’t quite remember. Anyways, just a nice little accomplishment to start treading into April.

I haven’t done much of anything on the game lately, I started to roughly line up the menu and finish that, but desire just wasn’t there. I’ve been spending some time on YouTube gazing at aesprite tutorials, tips & tricks to try and help me with some pixel art, but I haven’t really begun to practice with it or play around too much.

I think the biggest obstacle at the moment is truly lack of direction. I think a plan going forward is to turn off the computer and start roughing out/hashing out some sort of map & character web. I just know I need to do a lot more planning that I have been. As I’m doing this I’m going to make lists of tiles and characters that I’ll need to make so I can start hammering off some of these assets for the game.

I should get a job, I feel a lack of motivation hitting me. Ick.

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New year, new….errr… same me?

Of course Its been a month since I’ve last updated about anything. Well, that’s because it was the holidays! So hopefully everyone had a great holiday and fed themselves excessively, as I did. Yikes, new year, time to get into shape… well at least curb my current lifestyle. The main motivation behind getting in shape (other than the fact I need to,) is that we’re headed to Cuba! Just temporarily of course! Two short weeks and I’ll be on the beach slamming cocktails and beers like no man’s business!

cayo-santa-maria-luxury-vacation-melia-cuba-84-luxe

So that’ll be the start to my February, I’m slowly getting super excited!

So… on that… game making thing… I haven’t touched it for a while. I’ll be honest, it’s definitely in the cards in the near future, just been a crazy start to the year. Especially since I’ve been out of province working all month, ugh. I promise work will re-commence! It’s even open right now on my computer!

I’ve also thought of opening more sections on to this blog with a lot of different topics as a lot of what I write and want to write about aren’t necessarily about game development. Don’t hold your breath!

Anyways, new shit coming soon! Hint… name of the site may be changing soon too!

Quick update before the weekend

I re-worked a lot of the numbering code the last couple of nights because I felt like it wasn’t … for a lack of better terms… being nice. It seemed to default on simply adding more 2’s and 12’s. I revised it once then and first made it so the supply was balanced, then randomized the remaining pieces left over .

It seemed okay, but then I looked a bit deeper and noticed that the actual set gives you a certain amount of each number. So, back to the board. I properly dispersed the numbers again, and now its … pretty, again.

screenshot 2014.11.28 12.17.07.0293

So now, it’s just converting the random hexes to actual hexes. From there the game can resume normally to what I already have. Then all I have to do is handle winning and stats. Boom.

Step at a time…

It’s been a long time since I’ve really had something new to show. I’ve been hard at work cleaning up and making Traders more efficient and neater. As mentioned before, the chat has been moved to the top of the screen and the players are now occupying that section of the screen.

Here’s an updated screen from the newly created lobby menu, of course, a lot of options for game-play are still missing, however, they’ll be added when everything else is complete.

screenshot 2014.08.17 21.05.05.0734

Now, the bad news for it all. Well, there isn’t anything that is terrible per say… more of a pain in my ass. Since I’ve re-worked a lot of the client portion of the game, a lot of the workings of the server have to be fixed to make it all… work together. Just something that’ll take some time.

Currently, I’m testing full game functionality and fixing/updating as required. The only thing that is currently omitted are the ‘updates’ (small graphical notifications). I’m still listing everything I need so I can make the proper handler.

I’m estimating that I have about 6-8 hours of work left… unfortunately about that is I don’t necessarily work on it all the time, and straight!

It’s splitsville…

I’ve come to the realization that I couldn’t combine the two game ideas together. The story and what I want to achieve just simply can’t be met. It’d be a mess of a game. The way I saw it was I could meld the best of each and make a bit of a super game, unfortunately, it’d rip out a lot of the heart of the game I want to make.

So, does this mean that ‘mouse’ is back to square one?

No, this doesn’t push the development any further behind, or ahead in any matter. The only effect of this decision is concreting major game design fundamentals, and I guess, does further production a bit ahead. So for now, the idea of the 2-player roguelike (ish) exploration is going to be left on the back burner for now.

Back to making tiles and systems…

I’d say 0.95… ish.

Alright, so here’s the jist of it, the game is operational. Ports work. Ports are random that are based on a supply of available port locations and the supply of ports themselves. The game works, from start to finish. But its missing stuff. Lots of stuff. It misses flare and flash. Lots of finish. I’m not going to lie, its going to take a bit to hit 1.0, but the last five percent is going to take some time. Testing sucks.