Author Archives: lilytastic

Week of August 28, 2011

FINALLY. I ACTUALLY ADDED SUBSTANCE TO THE GAME. HOLY FUCK.

Two quests a day, every day. There’s 9 in the game right now, but I haven’t measured up the gameplay in hours or anything. I’m just adding and adding and adding, and eventually I’ll sit down to play it.

Also optimizing code and what-not. I’ve gotten 70 enemies on-screen without a dip in FPS, but that was best-case scenario.
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Week of August 21, 2011 – Final Fantasy XIV Edition

While I work on some updates that, sadly, are too big to sum up in bullet-point parades, but will make the game playable on a whole new level, I did something a little fun for the week. I played a really, really bad game, in order to help me figure out the general direction for Megatronica’s ‘core gameplay’. I want to have something you can play for several hours at a time in a matter of days or weeks, so it’s got kind of an MMO feel. So, I played an MMO, and saw ‘what not to do’. Here’s the notes I took!

Incidentally, I’m thinking the January release will be kind of an alpha thing, while May 25th (5/25) will be a ‘full’ release. There are very good reasons for this. Namely, I’m killing myself after the game’s finished for real, and Mass Effect 3 comes out in March, so…
This isn’t really a change of plans, or a ‘delay’, realize. I knew what got released in January wouldn’t be the finished product, but a product. Something to play, and more than just a demo. Think Minecraft, before all the updates, and how the ‘real’ thing is coming up in November, presumably. Before I was thinking the next big release would be December 5th, but, um… we’ll see.
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Week of August 14, 2011

not dead at the moment. not that anyone really reads these. i was just having Issues last week and decided not to do anything. kind of what happened this week too, only i had a breakthrough in villagers and town ai. so that happened. basically, i had a system for villages which was okay, but was really messy and kind of pointless. so i just redid it. now there’s something that will actually work.
here’s something i wrote as i was working on it. i’m updating this on saturday and the post will publish on sunday, so maybe i did more. i don’t know.
it kind of seems pointless when you’re planning to kill yourself in less than a year.
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Week of July 31, 2011

So I just had a friend play the game. Few things I learned:
1) Menu systems should actually work
2) My friends don’t really give a shit about dialogue so whatever
3) The combat is actually pretty fun
It was basically summed up as him running around, spawning hundreds of enemies, and blowing them up. He seemed puzzled as to why he kept losing XP and levels, but I’ll chalk that up to him being retarded, because I told him flat-out that dying costs you XP, and multiple deaths cost you a level, and he still spawned hundreds of enemies for ‘optimum XP’. Then he died. Constantly. I’ll just assume the rest of you aren’t that retarded. But yeah, he spent ages just sitting and killing things, so I guess it must be fun.
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Week of July 24, 2011

Mellowed out a bit this week. A few minor updates, but I’m not gonna bother with bullet points. Basically, I blocked in some maps, so I can start moving on making towns and story stuff. I made it so that, when you’re not locked onto an enemy, you still stationary when you attack, which lends to a more defensive style of play. It also removed a problem where you could just dash everywhere, which was faster than walking. I’m messing around with AI pathfinding, which is almost always a bitch. Made a huge breakthrough in NPC AI, though, and now know pretty much exactly how I’m going to incorporate towns at the level of depth I was wanting. Also some other stuff, like death penalties and what-not. And I planned more of the story and changed it up a bit. Guess I’ll talk about that.
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Week of July 17, 2011

I threw out the procedurally generated map creation thing I had spent a week making. For starts, I was lagging on the overworld map for some reason, which pissed me off. But more importantly, it just… wasn’t very interesting. It was ugly (tiles only, no items, final destination) and there wasn’t a lot of ways to make it cool. So now I’m designing the maps, and will have to make them. The first one is just half of one of five lands in the game, and it’s already pretty damn complex. And the main quest, which I wanted done, is sort of a ‘grand tour’ where you visit all the lands at least once. So I’m mulling over three ways to do this, because I like to underestimate the time I have left.

1) Release a demo of the first act on January 25th, with only the first area, but make it as big and expansive as possible.
2) Only do the areas I need, gimping the exploration aspect.
3) Release the full game, as planned, but with placeholder graphics.

I actually like the 3rd one. I want the full game done, and graphics come last for me on the list of priorities. But, honestly, I probably will be able to whip them up near the end. I work fast. I just prefer to manage time as if I have half as much as I actually do. And ‘quality over quantity’ is one thing, but ‘having a full product’ is another. I like to tell a complete story, period.
Anyway, here’s a bullet point parade. Focused more on the RPG side of the game and less on pure action. But there’s still very little story implemented. Script’s still on the go after all.
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Week of July 10, 2011

Script is 25,000 words. 3 acts out of 5 down.

Once the basic plotline is done, I’ll start implementing that. I’m also pinning down what I want from the maps in the game, because the procedurally generated system a’int satisfying me. I’ve been wanting a massive, open area like Oblivion, but that’s really hard to do well in a 2D game, and hard to make interesting in general. I think I’ll move onto a system more like the Fable games, with multiple areas to traverse rather than a single, big space.

Maybe I’ll post Act 1 of the script later? I dunno yet.

I also did some tweaking to combat, but maybe I’ll lump that in with next update.

Week of July 3, 2011

I’m writing the script. That means no updates. Maybe not even next week. It’s 9,000 words so far and I just started three days ago. The first four days of the week were devoured by Fallout: New Vegas.
Highlights after the break.
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Week of June 26, 2011

So apparently people actually read this so I shouldn’t casually mention wanting to kill myself or that I’m ‘crippingly depressed’ or the fact that I’m a TPE/lifestyler BDSM slave or anything like that. I’m also certainly not going to say anything ridiculous and slide it in there just to fuck with people (I also unironically have opinions on Ancient Greek philosophy [fuck Plato*])!
Instead of doing something stupid like that, I will simply drop the biggest bullet point parade in ever because all I did this week was space out and make the game.
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Week of June 19, 2011

Had some fun this week dealing with crippling depression. It’s changing the story and mood of the game somewhat – or will, potentially. But that’s not necessarily a bad thing. It just means it’s a very personal game. Luckily, the story is still somewhat up in the air, as I haven’t moved too far in it, and instead spent this week on basic engine stuff. So, hopefully, my mood will settle and the game can solidify. Eventually. Anyway, It’s starting to feel more like a real game, but dungeon stuff is still a little annoying, just because of how cramped it is. Gonna have to open it up.

On that note, BULLET POINT PARADE! shit. let’s be santa.

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