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
Monday, 30 April 2012
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.
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)
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
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 |
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!
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!
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!
Tuesday, 6 March 2012
Monday, 5 March 2012
Slow development...
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