It's been a bit of time since I decided to throw out my raw interface layout, but I've been busy trying to relearn the ropes of BYOND scripting.
The biggest thing I recently tackled was on-screen text display. Since my game will play like an older JRPG (Final Fantasy, Legend of Dragoon, etc...) I think it should feel like one in most aspects. With a lot, and I mean A LOT of help from Silk's "HUDs & Onscreen Text - Silver Version" I was able to make some hefty progress.
I learned a lot from this project as well. having to break down every little piece of that demo in order to get it to work around my interface properly, I was able to learn enough to go back through some of my code and rewrite it a bit more efficiently.
My next immediate goal? Well assuming I'm not overloaded with homework my first week of college, I'll be able to take this weekend and design my party, inventory and quest systems. After I get that done I can finally work on my menus. Then comes combat and following should be something like a game engine to script events off of.
I also have a good deal of drawing to do as well, but I generally take breaks from programming to do that. Hopefully I'll have a bit more to show in the near future!
-GreenMonkey
Actually this getup on my guy won't be in game, I just got bored of looking at a naked fella in testing. Also, Vegetable LoMein keeps me rather satiated.
Presentation is all I have to offer right now, the target gameplay will be my own take on the Japanese RPG style. I have nothing to present along those lines yet, as I'm still building the foundation of the game and learning along the way. I have documentation regarding combat, classes, tutorials, stories, and every meticulous detail I think up. Sadly however, I don't feel that the time is right to release any of that just yet. Sorry to disappoint. -GreenMonkey |
Also: Chinese takeout and a lot of Diet Coke? What are you eating?!
Anyways, I want to see where this game deals on gameplay. So far, you seem to focus on presentation.