April 2010 update

Just a few random notes since last time…

  • As mentioned in the previous post, the game is being switched to a lower screen resolution.  Specifically, 340×255.  But, don’t worry – it will automatically scale up and fill as much of your screen as possible.  Pixelly.
  • For low res graphics, right now I’m just using scaled-down versions of our sprites and tiles.  This doesn’t quite look right, but it’s what I have available to work with right now.  Since it looks rough, I probably won’t be posting screenshots any time soon.
  • I’m rebuilding much of the engine from the ground up, using chunks of code from the old version of the game.  It feels like I’m putting a jigsaw puzzle together.  I have the picture on the box for reference, but some of the pieces need to be modified/improved as I go along.
  • We’ve been doing some weapon and item planning.  This is interesting.  We’re leaning more towards the Zelda approach to inventory, rather than Final Fantasy.  This means 8-10 weapons will be available, instead of the 16 (or whatever) that I had previously planned for.
  • There will still be an interesting level-up system for weapon skills.  Since there are fewer weapons now, this means the player will get to spend a significant amount of time with each one (if they choose to).
  • Okay, specifically, right now I’m thinking 8 weapons, 8 armors, 8 accessories, 8 usable items, and 8 key items.  This would give the game a grand total of 40 items available, plus bundles of arrows and piles of money.  So, it’s a larger inventory than Zelda games, but it’s still smaller than FF games.

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