I’ve been working on the inventory selection screen and made icons for each category. Now the two systems are almost done and I can focus on displaying the items on the player.
The crafting controller is almost complete. The graphics are still ugly, but the controller makes it easy to add new content (constructions, weapons) to the game.
There’s really just minor features I want to add to this controller before moving on to the next feature, so that’s neat.
I’ve been working on the crafting system. The graphics are buttugly, but they have not been in focus. Right now, I’m able to easily add lots of items to the game, I just need to make the functions for placing stuff.
Crafting will (at the moment) work like in an RTS game, if you have the resources, you can build it, then just place it and it’ll either autobuild or you’ll have to (might have a mix of both).
But ugly graphics will be changed later, my focus is to be able to craft things and able to use those things right now.
You can collect stone as well now. It’s not that you can really do much in this game yet. The map is only a small island, which is used for testing.
The actual game will have a huge map, but first I have to implement all the basics. I still need to figure out how you should be able to construct things and how I the interface should be changed.
Animation for chopping down a tree.
Already made the sketch, thought it could use some color :)
I guess I shouldn’t ALWAYS try to find the best cost-efficient solution.
Damn I need a lot of salt in this game.
Yeah…. that’s why.
Why do cats always do this?
It’s hard to sell premium games today.
For the last week, we’ve had one goal: Prototype a game.
No more or less, one week is what we have. On Monday we’ll start a new idea.
The idea for this prototype is to make a couch gaming action game, where the players are set in an island theme. In the current prototype, each player starts with a melee weapon and a gun with some ammo in it.
And then the magic just happened. People around the room gathered to see what was going on. Much feedback was received and people seemed to be enjoying themselves. Pretty awesome to see these reactions for a prototype made in less than a week.
We still have a few days of adding stuff to it before we’ll head on to the next idea. The point of rapid prototyping is to try things in a short amount of time and if it seems like it has potential, then you can consider making it into a bigger project.
We’ll see how well this game performs in the future :)
The blog is online!
We attended Casual Connect two weeks ago and met at lot of nice people and played a lot of indie games. The response on BeerMaster was very positive at the evening parties. Overall the trip was super great and we had tons of fun :D