The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: MGS

I’m a terrible artist…

I’ve known that I’m terrible at art for a pretty long time. I have a few issues with regarding pixel art. I’m indecisive as hell. I’ll rework the same few pieces countless times before I leave them alone, but then I’ll go back and hack them up again. I’m also pretty sad when it comes to color picking, there are a few go to colors I like to use and I just try and hash it together to make it somewhat…. nice. One other thing, I just don’t get enough practice. All of it is mainly my own fault, but it stems down to my indecisive nature. If I sat down and had a plan (which I definitely need more of), I could attempt more and get better.

I should also mention that I have a problem with shading/texture. My original plan for the game is to have a ‘clean’ look. So, lack of dithering and all that crap is going to be non-existent, for now. I truly understand this is going to hamper the look of the game, and will indeed turn people off of what I’m going for. However, this is my thinking, I see too many indie games (RPG Maker) that are either square-y or have a terrible mismatch of tiles. I’m hoping to avoid such a thing with everything having my own style.

Here’s where I’m at, yes, it’s not much, but there’s more going on under the hood and other prep that this screen doesn’t show.

The sprite is animated and can walk around freely. Now we’ll talk about the key things missing from the area. First obviously is the clutter and ‘decorations’ that fill up the rooms and such. Next is the obstructions and collisions. Of course the menu displays/HUD are also missing, but here’s my arguments for lack of showing at the moment. Remember my indecisiveness? That’s playing a key role at the moment.

So, for the menu I’m stuck between two ideas at the moment. A fast, easy inter-changeable items al-a Metal Gear Solid type (when you use the bumper buttons to navigate through your inventory), or a traditional, press the escape button and full up menu displays with different categories. The main reason I’m tipping towards the latter is that I can limit the number of required keys to be used. If I go with the former (MGS style), I’ll need to activate two additional keys. I’ve toyed with the idea of only using one action button, but it’s just that, toying around with the idea.

Can someone kill my indecisive nature?

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So its been a quick week…

So that week went by a lot quicker than I had first imagined. I actually think I’ve opened up my laptop nearly everyday this past week to try and progress Mouse. Some nights I’ve succeeded and others I’ve been a bit like a goldfish. Either way, I’ve accomplished seven ‘tasks’. And here they are…

1. The first playable area has been decided and is roughly mapped.
2. “Dying Light” style night and day system, Minutes are hours, seconds are minutes.
3. Books/Documents can create skills/recipes.
4. merchants can supply materials and provide services from materials.
5. products of recipes/crafting can be either un-done or permanent.
6. Shops/NPCs are only available during their work hours.
7. I made a bat imagine… like baseball bat.  bat

I’m currently in the process of creating the inventory GUI and making it as clean/minimal and friendly as possible to the player. I’m a bit torn between the idea of an interactive Metal Gear Solid menu (for ease and speed of switching) and old school Zelda style. The main problem I’m having with these are the fact that your backpack could have all sorts of materials in it. From what I’ve got planned, the types of materials is going to be somewhat large, so some form of scrolling menu is best. I’ve toyed with the idea of creating a Diablo style inventory as well, but I want to stray away from mouse support and be more of a classic game-pad type of game play. I’ll continue pissing around with menu ideas and I’ll definitely tinker with as the game progresses. I always feel the menu should come a bit later when the game is a little more polished and you can see what the player wants/needs to see rather than the game dictating it. I’m more or less creating a starting point to modify as the game matures.

(although it’s basically a teen now, a very immature teen….)

I hope to bring you a nice little rash of updates again soon. 7/30 complete!

 

Nostalgia…

Took a bit of a break from game creation to hit up an old console classic, Final Fantasy. No, not the original one. I hooked up the old Playstation (yes, PS1), scoured through the games that I have and had a bit of a toss up between Final Fantasy VII, Final Fantasy IX and Metal Gear Solid (the original, 32 bit era that is). I knocked MGS off the list nearly immediately for a couple of reasons, firstly, I’ve been beating Destiny to death lately and wanted to walk out of any first person shooter/guns type of game.

I started with FF7. I loaded up a super old saved game to see where I was at, yea, no. Just got shot down in the duster so I skipped that over, I’ll continue that game on Steam instead where I have all the goodies. So instead I stuck in Final Fantasy IX.

top-100-rpgs_final-fantasy-ix

What a beautiful game. I haven’t got very far in my first session as of yet, but I plan on playing this to kill some down-time (which seems to be limited greatly recently), definitely missing the times I could just delve into full RPGs for hours on end.

I’ve been thinking about my next project as I give Traders a bit of a break and just be happy with the release. I want to work on Mouse because I feel like it needs to be done for myself, but I don’t want to take the work in the planning aspect of the game which is needed dearly. The other problem hindering the game is not necessarily the graphics (which is a battle itself), is my in-ability to make a decision. I’m awful for it. If I’d just make some concrete decisions the game could easily progress further and more things can get created. If you look in the “mouse” section of the site and go through the screenshots you’ll see basically three different games. A full out RPG and what appears to be a Zelda knock-off.

Maybe I’ll just vanilla-it and do something simple with it’s story and add in flare when I get a bit further on. My dreams are absolutely huge, it’s the time, devotion and ability that hinder!