Sunday, April 5, 2015

Dev Day 3

Day 3

Today I worked on a few things. I worked on the inventory system and finished that, then I worked on the leveling system. Players start at level zero and must level up to progress. Players gain a level after completing the tutorial, meaning that they enter the actual game at level one. The game will be released with a level cap of 50, but I may increase that over time.
The amount of experience required to level up is decided by this formula: 10*1.1^lvl. You can plug this into a graphing calculator to determine how much XP you'll need for each level. In cases with decimals, the numbers are rounded using the .5 rule.

In other words, I finished my goal and completed some other things.

Plans for Day 4

Tomorrow I'm going to work on building the tutorial area. The tutorial area is going to have a medieval look to it, which sharply contrasts with the look of the rest of the game.

Renders

This is a new section that I've set up where I show renders of either areas that I worked on or new item icons that I've made.
This is a render that I used for the icon for the sword that is used in the tutorial level. It's shiny!

Dev Days 1 and 2

Alright, here we are. Since I've just started this blog, this post contains logs for two days instead of one.

Day 1

Today I worked primarily on the camera system. It uses Camera:Interpolate() to smoothly move the camera around, which makes it look much nicer. In addition, the camera can be rotated using the right mouse button. When the player moves, the camera starts moving to get back behind the player again.

Day 2

Today I worked on two things: I made most of the core GUI invisible (and it will all be later on), set up three UI bars for the three main statistics that will be used often throughout the game: Health, energy, and power. All three of them have hexagons scrolling in the background.
The image I made for tileable hexagons.
I also worked on the task system. Currently I can create tasks with objectives that can be marked as completed as things happen. There is also a slot for a main task, which basically translates to story-progressing tasks.
The last thing that I worked on was the beginning of the inventory system, namely a method to prevent players from automatically equipping tools that they pick up.

Plans for Day 3

I expect to have a working inventory system finished up today, but I don't expect to have it polished when I'm done. We'll see though.

Welcome!

Welcome! This blog is here to mark the development process of a game that I am currently working on.
My goal is to publish a post every day, so that I can have a day-to-day development log, which is nice. I had already started working on the game two days ago, so the next post will include logs for both days.