Saturday, September 15, 2012

Little to no news so far...

So, I've got school going, and I think I've got an idea for the things I want to change a bit...I need to add in the sound system for my game, since I completely overlooked that before...I didn't want to have to deal with sound yet, soooooo I'm SOL on that now, I need sound.  I'll have to make all the sound effects, music, and artwork for this game too.  -_-  So you'll be seeing more updates in the art department.

Speaking of which, I hope you enjoy the next pictture.  This is meant to be a sprite with the different item icons for pickaxes, and eventually what Harper will also use, once I can animate them.  @_@  


So yeah, I still need to work on some other stuff today, tomorrow, and for the rest of my life on this program...@_@

I had some small ideas for the game that I wrote down last night.  The sound was one of them...I need to add sound ID's to the parsers, in order for objects to make sounds, and also a sound effect to the worlds, so you can have some background music.  I also need to set up a system for when the player collides with an event of sorts.  Something that can be used as a hit-box, and moves the player over to the next scene or something of that nature.

I was also considering my resource manager...it only holds resources right now, i.e. textures, and fonts, but I could make it hold the parsers as well.  I think this would help condense things a bit more, but also reduce the coupling of objects, and the visibility of all the parsers, except the settings parser, that one I need to have direct access to.  So basically you would have indirect access to each of the parsers, with the resource manager being the inbetween.  Reduces coupling and visibility, but keeps the same abilities.

But then the question comes, is it worth the change?  I would probably have to change a lot of code for that to work, and would it really be all that much more useful?  I have no fucking clue...so instead of creating a bunch of crap that i may or may not be able to use better, I'm just going to leave it as a to-do later...post-school type edits.  @_@  Anyway, take care my very few readers...

Friday, September 7, 2012

So much to do, so little time...

Well, it looks like I've got my final coming up.  I'm glad I've gotten my program this far to be used for it, and hopefully by the end of the session I'll have a usable and displayable program to put on here.  So far, I've got my new character model, and that's about it.

The game's title is now Harper's Gate.  The name is a bit tentative but it works for now.  The idea still remains as a 2D variation of Monster Hunter with RPG elements...I'm going to be working on developing sprites over the next several weeks I'm sure, and I'll keep you guys (my very limited readers) up to date!

Also, here's Harper in all his pixelated glory...He currently has no arms, but those will be added in programmatically as separate sprites.  These are all of his progressions from a simple idea of a character with a red mask on his face.  o_O  There are two sections in there that are going to be his animation.  To be honest, they're rather meh, but I don't have to make something amazing in the graphical department.

This is the look I want him to have for his final coalesced look.  But the arms are basically going to be separate from his body so I can animate them separately.