Rose Of Eternity

Daily Journal

Tag: tactics (page 1 of 4)

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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Quality Of Live Improvements

Look at that! I’m almost on a semi-regular posting basis. I believe this makes 3 posts in 3 weeks. Baby steps, folks, baby steps.

State of the Union

Overall, it was a pretty good month for me. After so much back end work, it’s been nice to be on the polar opposite of things, doing all sorts of things with the UI. Some of it was cosmetic, some was functionality, but everything was in the “Quality Of Live Improvements” category. Here’s a quick run down on what I accomplished.

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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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2 Hour Challenge: Unit Switching

This morning’s update almost never came to be.

For newcomers to this blog, I commute about 5 hours (round trip) door to door from my home town of Poughkeepsie, NY to downtown Manhattan, NYC, where my company’s office is. I’ve been doing this song and dance since 2004, it’s quite old, I hate it, I hate trains, I hate people, etc.

The one thing that keeps me going is the fact that I do get to get a fair amount of game development. That is, if I’m able to stay awake…

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And Now For Something Totally New… More Inventory UI Stuff!

 My work with the Inventory System continues. On the one hand, just because of how I like to develop (i.e. bouncing from system to system), I’m a little drained with my work on this. On the other hand, however, an Inventory System is one of the key components to any RPG, and it has to be done right. Also, I have been able to knock out a lot of the core work of it. The way I have reconciled this in my mind is: The more I get done now, the less I’ll have to address later.

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Solid Progress On Inventory UI

I admit I got distracted more than I wanted to this week, however, when I was able to focus, I was able to get some solid progress done on the inventory UI.

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Unit Equipment Slots Prototyping

A few days ago, I finished prototyping some inventory drag & drop functionality, which I discussed in February’s State of the Union. The next logical step was to begin working on unit equipment slots, and making sure the drag & drop stuff worked there as well.

Of course, I actually had to do some upfront UI work in order to display a unit’s equipment slots.

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