Showing posts with label Yggdrasil Game. Show all posts
Showing posts with label Yggdrasil Game. Show all posts

Sunday, February 12, 2012

Demon Eulogy

Soon or later I will need a name to publish my stuff under, so I've been thinking what could i call it...

After some thought I decided to go with the name "Demon Eulogy" for the to-be company! I think its a sticky name that I won't get bored right away.. Anyway its the first, it can always change later if required!

That said, I made a little drawing just to materialize an idea, related to the theme and you can see it below. It is a rough sketch for now, but in the line for a digital painting version of it .
I also think i will make it the "logo" of the wannabe "brand"..


It represents a etheric body of a really wicked person. It behaves and looks exactly as the person thinks in its daily routine. I called it The Judge, due to its nature. Possible spoiler: it may be included in any of my games :p


So, in the near future i need to:
 - Make a website for the company
 - Make a website for the upcoming game
 - Improve the engine's website and online documentation & release versions
 - Make a lot of blog posts about the exciting things that will happen ehh :p
 - Finish the game!

Saturday, February 11, 2012

News 10/02/2012

These days have been tiresome working both in the game and in the engine! 
At least I can say that the Foundation module is nearly finished, missing only some testing and possible tweaking/improving.

Also I started to do the same into the Graphics module now! 
I am doing all I can to publish a good software to work with! I've seen it as good before, but the more I learn, the more I improve it, being that I am really satisfied with some parts of it!

Big changes are expected soon enough..

More important: I have created a new system for the engine, which will be majorly useful when making all kinds of games! It is a little "cutscene engine" if you may call it that.. To briefly describe it, you get to write a movie in a pseudo-scripting language. You do it by controlling the movie execution step by step with a curious system that I bet you will enjoy! In the current game, it is used in the Intro screen, where a scripted cutscene plays and when it ends, advances to the next screen. The cutscene is also skippable by pressing Escape.

More about the movie system later, with possible examples, as it isn't completed yet.

The game is a little bit more evolved too, it starts on a intro screen as said before, which plays a movie. 
Then, when it ends forced or naturally, it delegates authority to the profile screen. It will try to read the game's persistent data, if it finds a "favorite" profile name, it will proceed with it before you see anything, otherwise, you are in the profile managing screen. After comes the main menu state, where you will be able to configure the game or continue your mission progress.

More info soon!


Monday, January 16, 2012

Yggdrasil Development 1

 Here to bring you news about the game!

Today I've added plenty of new things, the damage dealing is way better now. Critical hits are possible, there is elemental special damage. Defense works against the Damage, among a lot of things.

Improved the environment configuration, now you define a stop line where the enemies stop to attack the fortress. The background was started just today, and its just a scrap of what it can become, for testing purposes i drew it and used it right away :)




Also, improved the animation support, meaning that you could take the game now, create a new enemy fully configured by you, and define exactly its animations to your own character sprites!
For now, there are 3 valid states to be made - run, death, attack :)

I've already tought what the magic system will be like, and you can expect something cool! Stay tuned for that, it just involves supercharged magic that can be mixed together  :)


But today I dare to share a little demonstration you can try, play and modify. So you can get the taste of what the game is becoming slowly :)

Here's the link: https://github.com/downloads/DevilWithin/ParabolaEngine/Bin.rar
(I won't explain now how to use or edit, but feel free to find out)

Just notice i don't own the character that acts as our enemy. It is a copyrighted brand, and its being used only to build the technology and won't be included in the game at all!

Saturday, January 14, 2012

Yggdrasil

Long time without time to post anything.. again! 

I've decided to make a smaller scoped project, while leaving all others on stand-by. Even the engine is pretty still while this game develops, using it as well as means to get directions on what the engine should turn into.

This game was called Yggdrasil, at least for now, and it is a Tower Defense styled game.

Something i always found really hard and demotivating is the barrier between game mechanics and game content. It is hard to make content specifically for your game without a great deal of mechanics, like editors and well-established rules of what the game will be. Also, without content like maps etc, it gets hard to work on the mechanics.

Since this game is meant to be finished efficiently, i decided to make it fully data driven. Also, the data itself is only text, so even easier!

The following little definition, could be a portion of describing how a weapon behaves at a specific level. This is powerful because you can make new weapons, new everything, and configure everything!
WeaponLevel
{
CooldownTime="0.3"
Damage="70"
GoldCost="100"
CrystalCost="0" FireDamage="5"
CriticalChance="20"
CriticalMultiplier="1.5"
MultipleProjectiles="3"
MultipleProjectilesAngle="2"
MultipleProjectilesDamage="1"
}

To an extent, it is already playable, but in constant development. And i'ts funny because you can modify it big time. For that, i plan to make a little wiki with all properties when the game releases, full modding is possible :)



You can see a little screenshot of a in-development run. Things you can notice:
  • It shows you the money, which is defined in your profile's file. 
  • The money will rise when you kill an enemy. The amount it rises is defined by the enemy's file in a x..y range.
  • The first run ever of a profile is detected and shows a "Tutorial Mode" token.
  • The series of quads will become magic skills!
  • The background is completely dynamic, from files.
  • Green circle is more or less your weapon, which can shoot projectiles, also configurable from files.
  • You can see enemies running, animations fully configurable for all states. You see the hit box too and the health bar. All configurable.
  • And more to come!
For today, this is it :)