Every type of global map encounter should be very special.
So bandit camp would look like bandit camps, towns would be towns, demons altars and portals.. well, you got the point. =)
Also, prepare for Big and Tall enemies! (items too. =) )
It isn't multi-tile enemy. It is just tall, like tree, but I keep in mind multi-tile monsters, like dragons, don't afraid =) and, they looks like real possibility (in future, we have more dare need to fulfill).
Oct 31, 2012
Oct 30, 2012
Oct 29, 2012
Game Design
Brainstorming FFHtR game design shows lot of flaw in FFHtR game design. Well, it is not right, FFHtR flaws in game design was obvious for everyone, who played it. I have understand lack of game designer skill. My skill, of course.
It is funny that I didn't understand that before as it happened with coding.
OK, a bit of history, when I have started FFHtR, I wasn't coding for years and all my previously coded game were crude etc.Doubtlessly, my skills, both programming and game designing were rusty and fitted stone age.
Unpleasant experience with my own code, showed that I should learn and learn a lot to increase performance, create better GUI, learn how to do something, and what I should never do, programming such big and complex program as roguelike.
Happy, I succeeded, of course, I didn't become super programmer, but now FFHtR has reasonable performance and adequate interface (of course, there is always way to make it better, but is is always so).
So, when most of technical problems has gone, mostly, it showed that FFHtR ridiculously not funny!
I was thinking about feature (you can read this in the blog), more features, changing features, but, damn, I was one that guys who didn't understand, until now, that game design is real skill, and it should be trained, learned and mastered. You should learn and toil, read books and work, etc.
Same like programming, isn't it? At end of all, I understand that!
Oct 26, 2012
Oct 18, 2012
FFHtR was a bit frustrating on start. Global map, strange objects, unknown stats, perks etc
So, I am working on three directions in on time:
1. gameplay, base development, fighting etc
2. interface glitches.
3. tutorial and simplification of game start.
About part 3. You would start at your home base and would see first time msg, it would tell you to speak with your butler.
Your butler would guide about basics.
So, I am working on three directions in on time:
1. gameplay, base development, fighting etc
2. interface glitches.
3. tutorial and simplification of game start.
About part 3. You would start at your home base and would see first time msg, it would tell you to speak with your butler.
Your butler would guide about basics.
Oct 8, 2012
We have returned dungeons to game.
So, you can explore location and you can find dungeon or other place to explore there.
Interesting places marked on global map (it is temporary marked as tower, house of stonehenge).
Then, you should find it on local map: (a bit empty building now)
And then, explore dungeon (for example maze):
Well, our next goal is to add some quests for such dungeons.
So, you can explore location and you can find dungeon or other place to explore there.
Interesting places marked on global map (it is temporary marked as tower, house of stonehenge).
Then, you should find it on local map: (a bit empty building now)
And then, explore dungeon (for example maze):
Well, our next goal is to add some quests for such dungeons.
Oct 4, 2012
Oct 2, 2012
>So, FFHtR 0.1 would be released next week and I'll post about development.
Ha, ha, ha!!!
I was so optimistic!
My friends, we working on 0.1 and working hard, but damn, it is really big piece of pie we tried to get!
XVs just sent me good report about fails in FFHtR right now, honestly, there are lot of issues, some of them small, some of them big, but they are here!
Also, there issues I keep in mind!
So, we have to work more, not just a little bit more, but it is a big goal.
I forget about posting progress, so forget lot of fixes I did.
I'll try to keep them going.
For example, PsiWeapon made great font for FFHtR, we didn't use this, because it was impossible.
Now, I have fixed fonts and now they look good, so, I put his font into game and FFHtR has its own font, but not "borrowed" =) from DF.
Take a look:
As you can see, we put important information in front of unimportant and it is highlighted.
Also, I have fixed seasons for new global map type and forests, mountains etc It was a real mess! This code nearly turn me berserk, but I survived and finished it!
Ha, ha, ha!!!
I was so optimistic!
My friends, we working on 0.1 and working hard, but damn, it is really big piece of pie we tried to get!
XVs just sent me good report about fails in FFHtR right now, honestly, there are lot of issues, some of them small, some of them big, but they are here!
Also, there issues I keep in mind!
So, we have to work more, not just a little bit more, but it is a big goal.
I forget about posting progress, so forget lot of fixes I did.
I'll try to keep them going.
For example, PsiWeapon made great font for FFHtR, we didn't use this, because it was impossible.
Now, I have fixed fonts and now they look good, so, I put his font into game and FFHtR has its own font, but not "borrowed" =) from DF.
Take a look:
As you can see, we put important information in front of unimportant and it is highlighted.
Also, I have fixed seasons for new global map type and forests, mountains etc It was a real mess! This code nearly turn me berserk, but I survived and finished it!
Subscribe to:
Posts (Atom)