Alright, so this is it. The end of the end. I finished up the tutorial and we spent a solid week going over every single text in the game and making sure it all works together. I also helped the designer add more quests and items to the game to give it some more content to work with. From there, I added some more art to the adventurer system and added more art for the map in general as well. Now most icons on the map move. Then I needed to polish our main menu. We had one in
Turns out that making a tutorial is a pain in the butt. So every ui object or item needs to have now a new check to see if you are in the tutorial, just so it knows whether or not it can show. And that it taking a long time. It is not hard, just tedious. I know that we need this for our game so people can play it effectively, and as well so we can have the narrative arc in place for the player, but there is so much other things to do, and the tedium of this task is driving me
The big thing feedback that we got this week is that we needed something to bring all of these systems together. Given the fact that we have a lot of narrative aspects of the game, we decided that using the narrative to tie them together would be a great idea. So we started to concept the idea of narrative arcs, where the player is taken along a story through the use of their adventurers, customers, and the boss fights. While we started to ponder how to make that work, on the
Narrative. Narrative.Narrative.Narrative.Narrative.Narrative.Narrative.Narrative.Narrative.Narrative. Narrative. A lot of the feedback that we get is that we need to get narrative down. I kept thinking that just having the world exist and having the player be a part of it would be enough. But it seems we need to work more towards a personal story. Alright. So one thing that was done to give a bit more of a connection between everything was to create a map. This is a button th
So a lot of the things done this week came in the form of trying to make the systems editable by the design team. So before this, I created a rough system where you can add items to the game by creating a child class of a “master item”, so it would have all of the information fields in it, you just need to fill them out. So far, we have the apple, sword, and helmet. Basic items that fit into the 3 tiers of items we were thinking about (food, weapon, armor). These items each h
Hey there, So from here there was still a major system that needed to be in place in order to test our idea effectively, the adventurer system. A system where you can send out people on quests in order to come back with items to sell in your shop, and gain experience doing it. So with that, I created the frame work of what the basic adventurers is (a class with all the information in it) and then made a manager that would display everything out to the player. This actually di
So this week, I had two things that needed to get done.Inventory system, and boss fight finishing up. The inventory system is something that needed to get done quickly. The boss fight was in working order for now, so in order to get something to testing, we needed to get down an inventory system and basic buying and selling in place. So I worked as hard as I could this week, researching how to do it correctly, and implementing it in a basic usable way and I got it done! Woo!
So it has been even longer since the last post, so again sorry about that. I got really caught up in the capstone production rush that I have not been writing down what has happened! So we came up with the systems and idea for the game, Grand Master, but how do we actually get it done? Planning mostly. So after a few more meetings (not as long as the one we had on the conception of the idea), we started to come together with a plan. What can we do this semester? And how much