The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: tiles

Picking away…

So the new implementation of the menu system is now completed and I’m pretty happy about it. There’s a few things I want to fine tune and ultimately add to it, but it has already surpassed the previous version by leaps and bounds, including code length. I was a bit worried as it felt like a big step backwards, but I set forth a plan and executed quite well.

I also started on making tiles, and more tiles. I’d like to say I’m getting a bit better at it, but to be honest, I don’t think so. I tend to over modify until I ultimately delete half the time. I’ve done a lot of research the last few days in terms of looking mostly at examples and some rudimentary tutorials on pixel art. It helps for sure, but it’ll be a grind for the long haul. I’ve got the first area planned out, just adding things to it before some real game development can begin.

I’m hoping the next update will show some fruits of the labor, but I’d rather under commit and over deliver.

 

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Flaws…

I’ve been muddling through Mouse’s systems trying to get everything more and more cohesive to each other. I thought hey, why don’t I just re-use the menu system I previously used for another project thinking it should be rather seamless.

It was all fine and dandy and worked as intended until I started nesting menus in themselves. I found the biggest problem of them all was dealing with scope of the variables. Using different scripts is causing me all kinds of difficulty when I’m trying to reference important information, especially when information changes on the fly, that becomes a big problem.

So I’ve decided to rid myself of the current menu structure and hard code in the menu to make it properly versatile and suited for what I need, unfortunately, a slew of testing is going to be required, let alone planning.

Once the framework is completed, should be rather simple to polish up and test to ensure the proper behavior.

Maybe I’ll take a break and work on some of the tiles/graphics.

Taking way more time than anticipated…

Pixel art is hard.

Pixel art is very hard for me.

I hate that I’m not good at it. Currently, my biggest problem is maintaining perspective/depth with all the conjoining tiles. I’m constantly trying something, deleting something else, then, eventually, deleting it all. Frustrating to say the least. Then, I ran into a small issue. I forgot about the sprite size. I was wondering why something felt small and kind of awkward, then I made a placeholder for the character. Well shit. You see, it turns out the dummy sprite I was using I forgot to up-scale it to the new resolution from the old prototype. So, I tossed the new tiles in the dumpster.

Back to square one for tiling/mapping.

Let’s talk about a new addiction. (This is why I can’t do drugs, I’ve got an addictive personality.)

Magic. Magic the Gathering, magic. I kind of stumbled upon it the other day cleaning up some old storage items and found a collection I had started when Core 2015 came out. I remember being bored and decided to start collecting and possibly get back into it. I can’t say I’m really committed to the idea just yet, but I did download MTG Arena, which I did stumble upon on twitch one night when I was bored. What I had thought it was players playing real magic against each other (since it was a Friday night). After some research, I found the game on windows and delved right into it. I really liked how it trained you how to play, what cards do what and it’s very easy to learn, since the game has changed so much since I last played (some time in the ’90s).

Long story short, in the coming weeks I’ll finally complete the Core 2015 set, card 1 to 269. Of course I don’t have all the foils. It’s simply a mix of foils and regular finishes (since when did they have to make a special finish, like fuck off, it’s hard enough to collect rares). After investing some $, I started doing some research as to what set I may want to collect next, I was thinking Core 2019, but I haven’t been attached to the idea and looking at the extent of cards, I’m not sure the risk/reward is worth the investment to complete that set. I was looking at Ultimate Masters, and the list of cards and their prices got me a bit excited, until I saw the prices to buy boosters (and booster box). Yikes.

Screen transition-ed…

So, it took a lot less time to figure out a decent (albeit lame) screen transition when changing the map from one to another. It’ll do for now, It’s not exactly the idea I had in mind, but it’ll be a perfect placeholder for now.

So first leg of the transition, covers the screen in squares, tile by tile, randomly.

Secondly, the screen is covered in a brief black mask, in time, this is where the real change takes place. The map is changed underneath, the old mapEvents are saved and the new set is now loaded.

Last leg of the transition is simply a reverse of the beginning transition, once all blocking tiles are removed, movement is restored to the player and game resumes.

I want to touch on something I’m a bit proud of, well, maybe not proud, shocked that it worked the way it was intended. So each map has an associated save file which holds all the map changes and interactions. All these have unique ids. The best part about the system is that some of events are a single time use; for example, picking an item that was readily available on the ground. The item isn’t meant to be re-spawned, so therefore, it would hold a dead id once the user acquires the item. The map also holds a dead id array that can be re-used if the user places a new item and essentially creates a new map event. The only reason I thought about doing this was because I was messing around picking items up and then dropping them in new locations on the map. After some testing I noticed my event count went up drastically. (Some times I’m smarter than the average bee.)

I’m happy about the progression so far.

(20/761)

Just a brief update.

I’m just making this update quickly over my lunch time at school. I actually meant to throw this stuff up last night, but my procrastination got the better of me.

Anyway, I managed to simplify a few things when it came to loading/displaying maps (whether or not it’s more efficient, I’m not entirely sure, haven’t tinkered yet). But the bottom line to that is that you can now pick and decide which map you’d like to play given from the available maps. I do plan on modifying this even further so I don’t have to readily distribute all the maps with each client, but rather with just the server. That’ll be done tonight barring anything going awry.

Also what I managed to squeeze into last night was the proper dispersal of numbering. Which I think if I recall, I fucked up again. But none the less, it can and most likely be fixed.

So, you may ask, what’s next?

In a lot of the things I’ve shown recently, the hexes are shown as “random” hexes, so now, I have to convert to a real hex with a resource equivalent. Nothing major, just setting everything right is the issue, although it isn’t really one in the first place. It’ll be handled.

I’ll bring another update (perhaps) tomorrow, maybe showing some screens and such. If I’m nice.

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…