Noice.
This reminds me of the Cow RP/Cowed days. You could make boats out of wood, make them whatever size you wanted iirc and then just travel to different islands ( in real time just like this instead of with instancing tricks ). There was even a point where we role-played like, pirate wars and we'd steer our 3x3 boat next to another much larger boat, hop on, knock everyone out and shackle their hands and feed so they couldn't do anything when they woke up and just claim the ship as our own. Fun times, boys. Fun times.
In response to Kidpaddle45
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I was also playing around with ships. Space ships. It needs a little more work but prototypes are prototypes
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Paradox County has been removed and rebuilt from the ground up.
I finally have an idea I feel like I can finish with the existing artwork so I'm doing what I can do get to that point. 7 hours of progress so far and I'm extremely happy with how the source is turning out code-wise. http://www.byond.com/members/Kozuma3/files/ Kozuma3.Paradoxus.zip |
Lot's of fixes and i'm finally around to adding friendly NPCs. Still a lot of work to do with their AI, but the goal is to have a handful of support npcs from which one gets chosen at random at the game's start to support players throughout the entire game's duration. different npcs will have different bahaviors, ofc. |
Another peek, going on around 14 hours.
http://www.byond.com/members/Kozuma3/files/ Kozuma3.Paradoxus.zip |
I have been away for a while now due to the fact that I was moving to another country. Fortunately, I am done with everything related to that and therefore I will be able to work on the game. This post features another UI update featuring a WIP HUD of the stats and equipment details.
http://i.imgur.com/TgzO005.png --EDIT-- https://i.gyazo.com/bdbf225f36be94180c73867d5e85aa0a.gif |
Added new level indicator and revamped inventory HUD.
http://i.imgur.com/aP1H22g.png Only thing left for Character menu is adding stat points indicator. |
Yeah, I've got a bad habit of starting something, better idea comes along and repeat.
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I only finished maybe 4 out of at least 100 different projects. Yut's strategy is to get something playable ASAP and mine was sort of similar to that, except instead of getting something playable ASAP, I just tried to get the game done ASAP. So my last project was finished in around 3 weeks and I pretty much just bulldozed my way through it, staying up all night, etc. I knew I was eventually going to lose interest so my master plan was to simply finish the game in the shortest amount of time possible - that way by the time I lost interest and had a new idea, the game would be done anyway so I wouldn't be "quitting" a project and starting a new one, I'd merely be "finished" with a game and moving onto the next.
I guess the point here is that the faster you start completing the game, the better off you'll be. This is probably why so many projects here never get done because most people don't make it past the art stage. They spend God knows how long on the base and by the time they finally get around to writing their first lines of code, they can't even remember what the game was supposed to be about anymore. |
In response to Bl4ck Adam
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Bl4ck Adam wrote:
I keep starting different projects. #howtofinishmakgam??? Developing games can be a lot like trying to hold your breath until you finish. It usually won't end well. Try breathing normally which is to say; develop in a cadence. Completing games is just completing lots of little things that you combine together into one big thing. It feels different when you approach it this way. It's also much easier to pivot your designs and focus as inspiration comes. Try reducing scope as much as possible. Continue to reduce it until you find a comfortable time frame for estimating and completing ideas. Turn each one into a demo and show it off before iterating and/or pivoting. I think people tend to have passion for 1-2 aspects of the design/creation process (outside of the dream process) but tend to loath many others. This is where you may need to recognize some of your own "loath" patterns and find new ways to approach them. Think back on your past projects and the specific reason why you stop developing each. Is there a pattern? For me, it's always some small technical challenge that stops me. Although, it's really the growing weight of self-doubt about my ability to finish the project that makes the seemingly small challenge insurmountable. |
In response to PopLava
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PopLava wrote:
Think back on your past projects and the specific reason why you stop developing each. Is there a pattern? This is the pattern. Except replace "Pokemon" with "Dota 2". |
In response to PopLava
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PopLava wrote:
Bl4ck Adam wrote: So True. |
I finally was able to create a ship system that allows players to move freely on the deck while the ship is sailing in real-time instead of teleporting them on another map and creating the illusion that the ship is moving.