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!
Monday, January 16, 2012
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 :)
Sunday, November 13, 2011
What's new
Lately, i've been working a lot even though there isn't too much to show. The Parabola Engine is getting better every day, but right now it has one or two issues in the graphics part. Maybe it needs some improvement in design, or just a few more fixes, but i hope i have a confortable rendering system that everyone will like!
Also been working in integrating UI better, the map editor, documentation and an entity component system, which is not so easy task, but will be worth it later :)
Sprite animations are working really pretty, but i will only publish a sample when i implement them in a character controller :)
Besides, i've been drawing a little. I am making a digital painting, which is not even close to finished yet, that i called Phyro. You can see next what it is about, but it should improve a lot with more work, its just a tought i had and decided to draw, learning a lot while making it without any aid except the tools for the job :)
See you.
Also been working in integrating UI better, the map editor, documentation and an entity component system, which is not so easy task, but will be worth it later :)
Sprite animations are working really pretty, but i will only publish a sample when i implement them in a character controller :)
Besides, i've been drawing a little. I am making a digital painting, which is not even close to finished yet, that i called Phyro. You can see next what it is about, but it should improve a lot with more work, its just a tought i had and decided to draw, learning a lot while making it without any aid except the tools for the job :)
See you.
Monday, November 7, 2011
Trying out the "mood" for the next game
I decided to paint a little scene, just to start fetching the right mood for the next game, I think it starts to capture what the feeling is. Just note that im not an expert in digital painting (yet, ahah ), and the amount of time dedicated to this was really low. More will come, hopefully better, and now back to coding!
Sunday, November 6, 2011
Little sample application
I've put together a really small example of Kinesis, the physics module of the Parabola Engine SDK.
Its pretty much a small sandbox to play with. When you press the R key, circles and boxes appear in the position of the mouse cursor, with variable sizes (actually random).
The simulation is drawn in debug mode, so it is nothing fancy, but should be fun.
To finish, you may drag around the objects with the mouse! I dare you to stack as many boxes as you can !
https://github.com/downloads/DevilWithin/ParabolaEngine/EngineDemo1.rar
Enjoy
Its pretty much a small sandbox to play with. When you press the R key, circles and boxes appear in the position of the mouse cursor, with variable sizes (actually random).
The simulation is drawn in debug mode, so it is nothing fancy, but should be fun.
To finish, you may drag around the objects with the mouse! I dare you to stack as many boxes as you can !
https://github.com/downloads/DevilWithin/ParabolaEngine/EngineDemo1.rar
Enjoy
Saturday, November 5, 2011
Putting webs into shape!
The engine is being actively developed and improved. A lot of fun things are happening with it, and soon a few samples will pop out!
Anyway, i've been doing some work related to documentation in general and the website. You can visit the latest version on the right link. It is starting to look confortable but is still missing major information. You can also visit the wiki, the center of information on the engine, the goal is to have as much info and tutorials in there as possible :)
Been working into refining the engine current Games interface, better renderization support, and a lot of integrating physics systems.
Also, the side view editor is being worked on!
Soon, a 0.3 version will come, approaching slowly but steadily to the major release 1.0.
Current versions may still have a few bugs, incompleteness or missing features to actually make a full game, but all of that is being taken care of :)
Anyway, i've been doing some work related to documentation in general and the website. You can visit the latest version on the right link. It is starting to look confortable but is still missing major information. You can also visit the wiki, the center of information on the engine, the goal is to have as much info and tutorials in there as possible :)
Been working into refining the engine current Games interface, better renderization support, and a lot of integrating physics systems.
Also, the side view editor is being worked on!
Soon, a 0.3 version will come, approaching slowly but steadily to the major release 1.0.
Current versions may still have a few bugs, incompleteness or missing features to actually make a full game, but all of that is being taken care of :)
Friday, November 4, 2011
An animation for a friend
Busy weeks lately, and probably that won't change, but i'll try to keep posting!
A couple of friends requested me to make a little video in 3D several days ago, i didn't have a lot of time to make it, but you can see below the work done in like 7 hours work and 20 hours render :)
The video is about encouraging the fresh newcomer students about the academic spirit and so on, shown to them by the veterans of the university. The institution we speak of is IPAM, the Portuguese Institute of Administration and Marketing, near Porto.
Enjoy
Bem Vindos a praxe do IPAM - YouTube
A couple of friends requested me to make a little video in 3D several days ago, i didn't have a lot of time to make it, but you can see below the work done in like 7 hours work and 20 hours render :)
The video is about encouraging the fresh newcomer students about the academic spirit and so on, shown to them by the veterans of the university. The institution we speak of is IPAM, the Portuguese Institute of Administration and Marketing, near Porto.
Enjoy
Bem Vindos a praxe do IPAM - YouTube
Subscribe to:
Posts (Atom)




