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Viewing posts tagged 'ashayta'

Bugs, Animations, SVN

Shamus

I finally got SVN set up for this project. We've gotten a ridiculous distance into the project without and source control and by passing art files around via servers and email. Dumb. Should have set this one up first.

Other than that, I fixed a couple of bugs, and added fire-and-forget animations to the game, so monsters blow up when they die and bombs actually explode now. Hooray!

And hey, we posted an actual page of Ashayta tonight. Hooray for that too!

Bombs, Stacks, Dice Rolling

Shamus

Continued work on Daisy Dust. I've created a new type of thrown weapon, "grenades", which do a certain amount of damage to the creature they hit directly and then a different amount to everything else within their blast radius. I set up the item stacking in inventories to work slightly differently; I can now define a "stacksize" for each type of item which is the maximum number that can stack in one slot. This means 99 potions can take up one slot, but each sword will have its own. I also wrote a dice-rolling function which takes in a string in the format of "1d4 + 2d6 - 1" or whatever and rolls dice as needed and returns the result. I also added related functions to tell you the maximum and minimum that a dice string like that can return.

I've also begun thinking in earnest on what my next project will be. I've narrowed it down to two options, and I'm leaning heavily towards one of them, so I'll probably go with that. More information when that actually starts happening, but I am working on getting Daisy Dust at least mostly finished before starting on the next thing. It will be good to have an actual finished game out there, finally.

Also been working with Lesley on Ashayta, trying to figure out how we can stay caught up with our schedule. Still working things out, but hopefully that will bear fruit soon.

Throwing Attacks +

Shamus

I've gotten the following added to DaisyDust in the last week-and-a-bit:

  • Drinkable potions
  • Items that affect multiple layers on the paperdoll (this is used for big weapons that are in front of and behind the player)
  • You can throw things (targeting a square that you've already seen; yes right now you can throw all the way across the map)
  • Items in your inventory stack now

In addition, I messed around a little bit with some sound stuff. I may have something more interesting to report in that vein later.

In other news, Ashayta is chugging along and I'm slowly making decisions about my next project (which will actually be the Geas-related RPG I've mentioned in the past).

Daisy Dust

Shamus

I have not done much with Lichen for the last several weeks. I need to get back on it, but my time outside of work has been otherwise occupied with two things:

Ashayta: We've finally started posting pages for Ashayta again. Read! Tell your friends!

Daisy Dust: I've started working on a Flash rogue-like called 'Daisy Dust'. (To be more accurate, I've resurrected the project.) I'm working on this with a cool guy and awesome artist that I know, Hyptosis. Basically, he wanted to do art for a rogue-like but finds programming tedious, and I had ideas and some old attempts at a graphical rogue-like but always found myself stuck at producing art for it. This way, we both get what we want out of the project. It's been a blast so far.

In terms of development, we're currently at a stage where we're close to having something that actually resembles a 'game'. I've got a few more things to polish up, and he's got a few more things he wants to draw, and then I'd say we're in something like a playable alpha state. Exciting! When we're in that stage I'll probably post a SWF somewhere. Maybe!

In the mean time here are some pictures:

Huzzah!

And yeah, I know a bounce around projects a lot. I used to be worse about it. :(