April 6, 2016
Posted by on
I added tucking to Canasta.
I wasn’t really planning on doing it, but then I decided to give it a quick whirl, and bam! Done. It was fairly easy to implement and was done with minimal complications. I was quite pleased, something that I thought through, physically did, and then tested, and it worked. I was happy.
So, given the amount of testing I’ve been doing, as well as what I’m wanting to accomplish, I’m feeling a release is finally nearing in the next couple of weeks. Finally, I can put another completed project under my belt, and then, I can seriously direct my attention to Mouse. Hood rats… fucking hood rats.
Back to testing!
February 13, 2016
Posted by on
I’m pretty sure I’m the master of procrastination. Usually during the start of a new year I’m a bit gun-ho for stepping up and doing what I want to do and making good solid plans to finish my …. many on the go projects. Last year I finished Traders, this year I plan on finishing a demo for Mouse, and complete Canasta. The reason I’ve decided not to finish Mouse this year is because that would be a bit impossible given the project’s infancy and my … work ethic.
Canasta is roughly finished anyway. The game’s core is basically finished, and really, the only reason it wasn’t completed beforehand was because of an error I encountered while testing that I couldn’t figure out how to fix. Fast forward three years, and I’ve come a long way. I’m much better at scripting/programming, I can handle those errors I couldn’t before.
So why pick Canasta to finish over Mouse?
It’s the contrast between the games which makes this more feasible for Canasta. Canasta is already defined, it has rules, it has flow and it has an end. Mouse, in a nutshell, doesn’t. It has some rules, most of the end, and a bit of the flow, however, it has large gaps between the three. Basically what I’m saying is that Canasta will be direct, easy to finish when I’m having a mental/motivational brain-lapse.
Get your card shuffling hands ready, because Canasta is coming!
January 31, 2016
Posted by on
This pretty much sums it up.
Between Netflix and playing Final Fantasy VII on my laptop, I haven’t really done anything. I think I’ve even went into reverse mode. I figured I should start mapping areas, before I map anything I need to create tiles. So I made a few (read: little) tiles of bookcases and a little bit of flooring then I went to tackle walls. That’s when destruction mode came about.
I went back to a small bit of intro I had created and checked out what style I was doing for the walls as I was going to a bit of a hybrid between Legend of Zelda and …. something completely different. I love LoZ’s style because I like seeing all four borders and makes some technical challenges a bit easier. I also find it relatively hard to replicate it (and made it look anything decent) without reverting to a 8-bit graphic style. It just never looks right. With that said, I ended up pissing around trying to make it proper again. But failed. Got frustrated. Quit.
So, instead, I’m playing FF7. I’ve beat the game numerous times but I never really bothered with getting everything, limit breaks, the American weapons and all the enemy skills, let alone mastering all the materia. But wow, have I poured time into the game. I nearly have everything mastered and only missing a couple Level 4 limit breaks. I’m a turd. Tell me to get back to Mouse.
December 11, 2015
Posted by on
That was a bit of a nap. Oops. I’m getting really good at being some kind of lazy. It’s getting pretty damn sad as to how lazy I’ve gotten the last few weeks. I haven’t started up Sphere in some time to even think about working on Mouse.
I’ve thought about it. Lots.
I’ve actually got a lot of ideas in terms of game-play and neat things I want to add into the game but the real problem remains, I can’t split certain ideas. I want to make my true passion, the RPG/Adventure that will be Mouse, from the open world/action game that one day I hope will turn online. But that is miles down the road.
So what should I do. Well, I’ve got a little bit of a plan. I’m going to rip the hell out of Mouse and just make the fucking thing like I’ve meant to for years. This is something I need to do, but mostly for myself. I’m going to start during my upcoming christmas holidays, since, I’ll have some time, should get a good deal done to what I’ve already accomplished.
Look forward to more information in the coming days (weeks)…. I’m not going to promise anything, because, well, look at my track record.
September 30, 2015
Posted by on
The Toronto Blue Jays have clinched the AL East. That’s insane. I never would have thought I’d ever proclaim that. It’s a little surreal. Now, if only could claim the same for their city counterparts; Maple Leafs.
It seems like the world of sports is in full swing yet again, as well that means I become full swing yet again. Just seems to be that the year has flown by. Started a new job that seems like a distant memory, currently back in school (and nearly done that again,) Golf is winding down rapidly. Time will not slow down, its a bit disheartening. It felt like a couple years ago I was basking in my mid twenties without any thoughts of ‘getting old’. Now, it feels like I’m ninety. I suppose it doesn’t help coming off a bit of a back injury that seemed to shorten a lot of good fun in the summer. I realize now that I’m not spring chicken by any means, I should start to savour some of my youth… yikes.
So what happened….
It’s been two months. I’ve told myself endless amounts of times that I need to be more diligent when it comes to this blog*. I’ve told myself to work on ‘mouse’ at least for a measly hour a day. I couldn’t do that. I told myself to do one thing a day, no time restraints, make mini-goals, I couldn’t do that. Eventually, I piled a bunch of work done in one day, in about 20-30 minutes instead. Which at first was satisfying. Then it became demanding. I faded, and then faded some more, until I stopped altogether.
Other things took up my time and simply pushed ‘mouse’ out the door. When I finally came back to it (as usual), it wasn’t what I had imagined. So I started a filler. A game that would please me and in which I could see a clear direction. The result is what I posted two months ago. A starry sky. I’m not going to lie, there isn’t much progress on it at all and it’s so incredibly primitive at the moment. But…. I made a bit of breakthrough with it… so, I’ll leave it at that.
Trust me… It will get done… sometime…………………………
July 21, 2015
Posted by on
Let’s just cut to the chase, I haven’t been working on anything really, well with one exception, and I’ll get to that a bit later. I’ve hit a snag with game development. There’s a few issues I’ve encountered in the last couple of weeks that I need to iron out. At this time, I can’t really find a happy medium with what I want to do.
Here’s some enlightenment. I want to make a turn based RPG that features an in & out type of party of two characters. That story is what I’ve been using for most of my main game design. Now, what I’m trying to do is morph the premise and environment to more of a open-world/exploration type of game. I hit roadblocks because I’m not sure where to go now and I don’t know how combine the two. I’m thinking they need to be torn apart again. They are too different to be the same game. So this is my plan as of now, start both projects roughly anew (but not overly), and hopefully creativity will spark up with both of them – like I did with Traders and Canasta when Traders was just a baby. I’m pretty sure I’ll be using assets from both games together as one, until they morph to what I want them to be. Stay tuned!
Other news, I kicked a lot of ass at Chrono Trigger while I was camping a couple of weeks ago.
I’m basically just floating around doing the last few side quests before the big battle. I’ve honestly never got this far before. I was just never that good at it. The best part is that I haven’t really touched any type of guide for it so that’s a bonus. I’m just that gooooooood… Ha. We’ll see how shit goes.
I might have a little A.D.D. just a tad…
Expect some form of information on Mouse in the coming days and hopefully a proper return to 30 day challenge and such.
May 27, 2015
Posted by on
I’m getting there.
Slowly as all hell. I’m not entirely sure at the moment what is really killing my motivation. I don’t know if it was the final couple weeks of striving to get Traders (CATAN) out or if I’m still in a bit of indecision mode. I’m trying to conquer that with my 30 in 30 challenge I proposed myself, but to actually open the editor is becoming a struggle some days. Things need to be perfect for me, I have a little bit of OCD… Another issue is that I’m not by any means a pixel artist. I’m getting better at it but it is SLOW going. Lastly I think the biggest issue or real, noticeable progress is that I’m thinking I’m worrying about the games’ systems and how they all tie together and I want to make it whole and proper.
So that’s it… I’m torn between super planning everything, and just saying fuck it and start coding, if I have to re-write chunks, I re-write chunks. So here it comes, I’m going today’s portion of the challenge. I’m doing a hybrid of the two. I’m going to sit down on paper and chew out the details and what system I need and what it will/can tie into. This way I know what needs to stand alone and what needs to be nested with other portions of the game.
Any-who, back to the challenge… I owe seven game related material.
– I made dynamite
– I made a sabre/sword but energized weapon
– I made a shovel
– Inventory/game menu will be very similar to the original Legend of Zelda, including the transition to it.
– The library you first enter in the game is initially empty except for one book.
– The only person left in the bar is drunk and passed out
– The library now has a map in the editor and the floor is being decided.
So there you have it, another week of decisions. Hopefully next update will include a bit of game structure in it. 14/30…. might just run a marathon now! Ha…
May 12, 2015
Posted by on
To be totally honest, I haven’t physically worked on Mouse. I’ve done a lot of mental planning and documentation of ideas, but haven’t really done anything in terms of opening up the editor and actually doing work that is required. Unfortunately, my personal life is ramping up again being that it is summer. Hockey is winding down and in comes long work hours, golf and baseball. Computer time and productivity unfortunately gets hit the biggest.
I still have the greatest desire to make this game. To me, it needs to be made. Everyday I get closer. I’ve made a little big of a pact with myself, that being…. Everyday I must complete something, one of these tasks:
– create a usable tile.
– map one area (a room, a house, a scene).
– write a working function (inventory displayer, message window, craft recipe)
– concrete a story point (game mechanic, story point, names/places/lore)
So this is what I’m thinking, I’m thinking of a 30-day (maybe 60?) game creation ‘marathon’. Just 30 days in a row with something that contributes to the completion of the game. I was thinking of doing a daily post for each item I do create, but, I think I may settle with a weekly round up of what was previously done for that week/stretch of days. I’m going to try and update more often then not, but given my track record….. you know!
April 7, 2015
Posted by on
So I’ve been toying around a lot with a lot of Sphere functions that I haven’t really used all that much. Mainly things to do with the map engine. In all honesty I haven’t used the map engine at all really, mainly I’ve been working with pictures and blitting within the engine itself, not touching the tile sets/map making aspect that is needed to make RPG’s and the like. So in that instance, the learning is more of a trial and error approach.
So far, I’ve found that SetRenderScript is a bitch. It’s a bitch if you’ve got an error in it too. It doesn’t reference a line in which the error occurs, so you’ve got to be careful. I’ve had to re-write the game a couple of times thinking it was simply messing up with my way of thinking, only to find out that I had a small reference error.
After getting some bone-head errors and what not out of the way, the opening scene is coming along, still a lot of work to be done, but it’s getting there.