May 15, 2014

few steps before 7MRL

It means 7 Month RogueLike.
I named it this way, because evaluated that current version, which pending for the playtest has been  started exactly seven months ago!

The plan was to create the unfinished alpha(of course), but with a solid chunk of further gameplay.

Yesterday I have finished technical details of trade and shop classes.
Trade would be use to give away artefacts too.
I have to polish it and integrate into game in a proper way, instead of "press space and open trade for test" and, of course, GoodSir the Artist would work on it too.
Because it is just raw tech demo, without decoration.

After that, I have three rather minor tasks. If we count the required time, of course!
They are really important for the gameplay.
The first hello screen while loading and creating the game. It should provide short and vital "your goal" info for the players.
The second - "You win" routines. Just mere "good job! wanna to continue?" screen. It is enough for now.
and the last one - "Character is dead" routines. It wouldn't stop the game, but strip character off its current exp for next level and respawn in the first town. It doesn't mean it would be this at the final version, but sound like good idea for unbalanced alpha.



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