Rose Of Eternity

Daily Journal

Tag: screenshotsaturday (page 1 of 2)

Deferring Abilities And More

I would say I had a pretty solid week with my ever continuing work on the ability system. One major thing was worked out, another minor, but glaring omission was also addressed.

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Talent Implementation

There have been many “life things” happening over the past few weeks, but things have slowed down considerably, and I’m back on the wagon. Hopefully, this next run will be a fruitful one.

State of the Union

So as mentioned above, it’s been an eventful few weeks. We have an annual BBQ at our house where friends and family from all over the country come to attend, and this year, we doubled the number of people who came, from around 30 to 60+. As you can imagine, it’s a logistical (though well worth it) nightmare. After that BBQ, I needed a week to myself to just recover, and then shortly after that, my younger cousin, who is about to head off to college to play football stopped by for a few days, so there’s that.

But I’m back now.

The last things I was working on were all centered around my new ability system. Spells got the love the first go round, and now, Talents were up next. But, because I wanted to start with something a little smaller to ease my way back into things, I took a little crack at sound effects.

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Spell Implementation Coming Along Nicely

So if “Abilities” are the parent, high level category, right below that would be “Talents” and “Spells”. I decided to start working with the latter, for no particular reason. It was really a coin flip. Lucky for me, things are coming along quite well so far.

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Abilities: How In The Hell Should I Implement Them?

Over the past few days, I’ve spent some time laying the groundwork for ability implementation. This consisted of a few things:

  • dynamic loading of all abilities from an external JSON file
  • associating above loaded abilities to units (which are also loaded from an external JSON file)
  • tying in abilities to existing radial menu framework
  • getting some free, prototype icons

The question still remains: How am I going to implement this ability system?

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Implemented Some Rudimentary Cancel Action Functionality

Along with the recent work on Radial Menu Prototyping, I started work on a long awaited feature: Canceling Actions. I know it sounds like a pretty basic, standard issue feature. And you’re right, it is. There’s just a lot more to it than you would think, hence the reason why it’s been on the back burner for so long. Fun fact, in every current build, if you moved a unit to a tile and attempted to attack another unit and were out of range, there was no way to cancel that action, and you had to restart the game. Finally, those days are over 🙂

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Radial Menu Prototyping

The past few months have been very important for the backend foundation of this game. It’s been something that has to happen, but when it comes to showing it off to people, well, it’s not so easy. Well finally, I’m able to start working on things that I can actually show off to people, and damn, it feels good.

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New Release: v0.5.0-alpha

After a long month or so of development, I have put a nice bow on the latest changes, cut a release, and am now thinking about what’s next.

This release is quite the milestone, as it establishes the framework for external data loading at run time, which opens up the possibility of modding on a very basic level.

The additions are as follows:

  • integration of JSON.net
  • runtime data loading for the following:
    • attributes
    • items
    • units
    • tile maps
  • can now design maps via Tiled and import them using a new Tiled -> Eternal Engine class
  • created playable builds of the game for the following platforms:
    • Windows
    • Mac
    • Linux

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Data Driven Design

Last time I wrote a blog entry, I started it off with an apology of sorts, where I literally did no game development for a month due to The Legend of Zelda: Breath of the Wild. That was a month ago. What’s my excuse this time?

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That’s A Wrap For Inventory Work

State of the Union

Well, folks, that’s it. After what seemed to be the longest month of development so far, I have finally put the finishing touches on all the prototype work I’ve done on the Inventory system and all the other various systems that interact with it. I certainly did not expect to spend so much time on it, but I also did not anticipate adding feature after feature. Every time that I thought I was done, I always had an idea for something else to add in.

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Item -> Equipment Slot Swapping. Also Added Attributes To UI Above Equipment.

This might as well be called the month of “Inventory UI”. It’s been the only thing I’ve worked on thus far, and just when I think I’m done, I’m like, “Oh shit, I should probably support this minor feature as well”. Minor features are, well, minor, but a dozen of them = month of “Inventory UI” 🙂

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