Showing posts with label alpha. Show all posts
Showing posts with label alpha. Show all posts

Thursday, February 17, 2011

AutoTiles, pt. 1

Save for a bit of a graphics card issue I had yesterday, the past several days have been mostly about improving the coordinate system and putting features from the new collision system I demoed for you guys earlier back into the alpha. I've also been working on improving the map loader.

An interesting problem presented itself yesterday when beginning to implement AutoTiles into the alpha. I will explain after the cut.

Tuesday, February 8, 2011

Collision Masking

Work continues on the alpha.  The built-in movement and collision routines with the main tool I'm using to develop FaeSaga in are a bit of a double-edged sword.  On one hand, it allows for rapid prototyping of what the game will sorta feel like when it is complete.  Collision detection can be powerful stuff, as it can handle per-pixel stuff automatically.  On the other hand, fine control of these routines often come with irritating caveats, or aren't available at all.  Therefore, I've spent most of today working on a replacement movement and collision routine for the main character.  (Video after the cut)

Tuesday, February 1, 2011

Alpha

One of the reasons I'm posting today is because we marked Feb. 1st on our calender as "First Alpha Build" day. That means, no matter what, I was supposed to get some sort of a prototype ready to present for today. Well, after some setbacks, and a lot of caffeine, I'm pleased to say that we're well on our way towards that goal. What I have for you all today are some screenshots of the alpha in progress.

Now, let me first make the disclaimer that what you will be looking at is a work in development. (Actually, it's basically a bunch of art placeholders for the code I've been churning out here.) Most of the hard work over these past months is going on under the hood, and that will continue to be the case for quite a while, or at least until we start paying for some more replacement assets. All existing art assets you see in these screens belong to their original owners, and I won't claim any rights over anything I didn't make specifically for this game. Same goes for any music you might hear in any videos -- I'll try to give proper credit where I am able, and make sure all this stuff's in the realm of fair use.

Now, onto some screens !