Monday, 28 May 2012

Finished!

Valiant
The game is finished! All levels, combat and mechanics are done - everything is done! Above is the front cover.

The setting for the game I leave up to your imagination, same goes for your reason for taking up the job and aiding the lord of Swamp Robertson Castle. There would be a trailer, but the modern version of windows movie maker is so bad, and the old one cant handle more than 2 videos on its track.

Monday, 30 April 2012

rivetting!

So that's Valiant's campaign finished, and so should be the end of it.
However a great idea has been given to me - multiplayer!
The idea so far is the players control rock golems, and can either battle each other or have waves of other golems approaching the players.
Development on this started immediately! Nothing to say on it yet though

Tuesday, 24 April 2012

I really don't like cooldown timers...

However, they are necessary, and finished!

That puts Valiant closer to completion than it ever has been in it's whole time in development! All it needs now is enemies. It almost has enemies - it has boxes. fully functional boxes.

However completing the whole game takes around 2 minutes, so more levels will probably be added.

Thursday, 22 March 2012

Reborn!

So, Valiant was restarted with a whole new look to it. It was originally meant to look like Arena or Daggerfall - but I decided I didn't like that, so now it's going for a more Diablo-look (at least what I know of Diablo)

It's still very early, but the principles of its point-and-click seem almost done.
Clicking on tiles will have the player move towards them.
Clicking on enemies will have the player move towards them

Although there are a couple more errors to fix here before moving on to the combat system I have planned,
Clicking on enemies renders tiles un-clickable, once to select one you cant move after that.
Clicking on tiles has the player look at that tile - as it should - but the player rotates long the X-axis too (that is to say, rotates down)
The player really does look at the target tile

Although I'm not expecting this should be too hard to fix - the real problem seems to be that clicking on targets renders tiles unusable, but keeps the other target attackable, the tiles and target both have more or less the same clicking script

So that's that, all going smoothly

Sunday, 11 March 2012

Sure did

As the scrolls had foretold, all the data is lost. And while the redesign may not be spectacular, its certainly a big improvement! Only one week to do it, but it shouldn't be too hard.

Screenshots going up soon as there are any available!

Wednesday, 7 March 2012

Oh dear...

All data on this game may be lost due to carelessnes.
This is both a bad thing and a good thing;
A bad thing because I have to start again,
a good thing because I get to start again! (Was planning to, all the assets were getting a bit cluttered)

However, there is only a week and a half available to finish it. This could mean a whole redesign on the project, or it going back to the way it was. If it gets redesigned, expect something spectacular!