The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: goals

At first I was excited…

It was a tad bit of shock this afternoon when I fired up the old blog. I checked and to my surprise, I found 12 pending comments to sift through. Usually they are legit because from what I’ve noticed, wordPress does a pretty good job of filtering spam for the most part.

Unfortunately, they went 0 for 12. Good, fun time, spam.

Anyways, purpose of this post was to show you something I haven’t done in at least a couple of years (I’m too lazy to officially check), and that is to show you a terrible screenshot of mouse. Ha.

Anyways, as you can see, this is a test environment and I’m currently re-learning a lot of scripting nuances about the MapEngine as I haven’t toyed with it in a few years. My end goal is to create all of the systems and presumably all the cases of interaction and game play. After I’m able to complete these, the rest of the game can come together and by god, progress can finally be made.

Can you tell I’ve had some free time?

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Rolling along…

Since my own little pep-talk, I’ve managed to fix up Canasta to the point where it’s mostly playable. Oh my gosh did I have a bunch of redundancies in the code. I found it really pleasing to see how I’ve gotten so much better at scripting, nice to know I’m headed in the right direction. With that said, I have a couple of interesting bugs to track down before the beta release.

To think I’m on the verge of releasing my second game, I’m still a bit shocked I got the first one off the desktop and on the internet. Finishing Traders was the best thing I could have down for myself, just knowing all the steps in finishing a game, it becomes a bit easier to sit down and actually do it.

I’m thinking I probably have about another week or more before Canasta is ready to launch, but at the very most, I’m thinking a late March release. As of now, a few things will be missing from that release, one of the key items missing will be any sort of assistance, since it’s a fine tooled game that is a bit difficult to understand. My goal for the game in the end is to have it much like Traders in the regard that it will be human on human, as opposed to human on cpu. Time will tell of course.

Off to squash the bugs!

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…