The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: mouse

Yawn…

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.

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I’m really not good at these things…

First off…. tor_1200x630

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.

*sigh*

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…………………………

Another one of those…. ‘oops’… type of posts.

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.

Chrono-TriggerI’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.

Just putting about…

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…

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!

 

Making a list…

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!

Head-way?

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.

screenshot 2015.04.07 18.24.24.0883screenshot 2015.04.07 18.24.17.0602

Just polishing…

I’m not going to bother posting about the longest road since I didn’t get any requests, and frankly, I’m lazy… and I hate it. I’m just more happy with the fact that it works, and it works well.

Right now, I’m testing and cleaning up some animations and deciding what I need to get done before a release. It’s real close. I’m serious this time! I just want to make sure I’m releasing a good stable and clear game that has been tested significantly.

But for now, back to the testing hole I go, look for new updates regarding Mouse in the coming weeks as well as the release of Traders.

So I learned Ruby.

Now I’m all messed up trying to figure out if it’s “learned” or “learnt” now. Shit. I really don’t care.

Anyway, I found Codecademy about a week or so ago, special thanks to Stumble-upon. I promptly scoured the site and tried my luck refreshing my HTML skills to begin with. Then it dived in some CSS. I really wished I got into CSS beforehand because wow, it is really simple stuff. Would of made my life a lot easier when I was running the newsletter section of rpgmaker.net, as well as my own site before that time, (new)rpg-haven. Yeah, I’ve been around for some time now.

So I blazed through those two sections and I thought about hitting up the Javascript section, but then got thinking, how hard could Ruby be? I’ve enjoyed looking through forums of people having issues with RGSS (RPGMaker’s scripting language, which is basically Ruby with their own API), and I look at their code and go… I understand what is going on, but I’m just not familiar with that API. So I said fuck it. Ruby here we go.

I jumped in both feet wet and climbed up to about 40% completion. And, in about four days later, I finished the course. It’s a beginner course, so it is not difficult and they take it pretty slow. It’s meant so everyone can do it. I also have to admit, it didn’t really take me four days, I basically did about 4 hours straight the first day, then about an hour at most the next following three days. So, its not like thumbing through a large textbook.

So what’s next? I have no idea. I don’t know what to do it with it now. I’m thinking that after I release the Sphere version of Traders, I’m going to work on a Ruby/Web or maybe I’ll skip over to HTML5/JavaScript thing. I really don’t know what is in store just yet.

I’m going to head back to CA and head down the JavaScript course just to help sharpen my skills there and make sure I’m not developing any terrible habits, though I’m sure I have some and it doesn’t hurt to get better. I’ve made great strides in the few years I’ve been doing some good scripting.

So have I done anything productive? Hmmm…. I’m going to go with no. I’m at such a mental roadblock with mouse that I just don’t really know what I’m doing any more. I have no desire to really work on it. I did however pick up Traders again though. I’ve been more focussing on MapMaker as opposed to the game itself. I’ve added the reset map button and working on the ports now, should be relatively easy to finish… I hope. Lots of features to add into it yet though. I’ve also started to mould out the client a bit more now, it now asks for account name, password and server at once, rather than just putting your name on the first screen, then server afterwards. It’s getting closer to the final product.