Monday, November 1, 2010

A Dude With A Sword

     Ok, I don't actually expect anyone to visit this, but if they do, that's awesome. I'm mainly using it to help me to keep working on a game I started mid summer 2010 but my computer keeps telling me I stared it September 4, 2010. Even though I know for a fact I started it way before that. Oh well. The game started out as a shot puzzle platformer that I was going to finish in under a month. But after I finished the basic engine, I kept wanting to add more and more, until the concept of the game ended up being a full fledged castleroid game, or metroidvania, whatever you want to call it. So now I have a boat load of work a head of me, hundreds of enemies to design, draw, and program. Along with weapons, armor, and more. Oh, and music. I have no idea how I will make all the music.

So what do I have done so far? Here's a list.
Done:
In the basic engine
Moving
Gravity
Ramps (glitchy)
Pause Screen
Inventory
Changing Weapons/Armor
Changing your sprite along with different armor
Moving from room to room
Enemies able to hit and get hit
Damage being shown
Double Jump
Water
Anti Gravity Power Up
Speed Dash

In the concept for the map:
The areas and path which you must go through the game
The powerups you get and where they let you go

In the drawing of the actual map:
Town
Forest
Cave
Entrance
Armory
Waterway
Catacombs

Enemies:
All enemies and bosses up to the point I am in drawing the actual map

/Done

     I still have a boat load to do. About five more areas to draw out, along with the revisited areas for almost every area. I haven't programmed anything else except everything in the basic engine category so I got a while to go. I hope to finish the Crawlway tonight. I hope to get a few more areas done before next Tuesday because after Tuesday nothing is going to get done.
     In case you haven't figured out the game is a 2d side scroller in the form of Metroid or Castlevania. The two series that helped define my childhood. It resembles Castlevania a lot, but I am trying to make them less and less similar. I decided to start making the game while playing Castlevania Harmony of Despair when I realized how (dare I say it) much fun I was having while playing the game and looting the chests. I wanted to make a game in which you loot a lot, but don't get pissed off at the game because you killed Dracula 200 times and he still didn't drop the Valmanway. And I also love leveling up. When designing the game I hope to make leveling up frequent but not too frequent in which leveling doesn't mean anything. When it takes two years to go up one level like in Halo, I feel the game is a lot less fun. The game is being programmed in C# and hopefully when it gets completed will be playable on the XBox indie games. I'm thinking about selling it for 80msp despite the game's hopefully huge size. Mostly because I don't know who wouldn't buy a game with hours upon hours of gameplay for a dollar, I feel more people will play it if it is for a dollar (even if it means I lose money), and I really am not trying to make money; I am trying to release a game for a console, something I always dreamed of doing as a kid.
     After typing this I feel like it has done its job, making me feel psyched for continuing on the project. I really hope that this blog helps me keep on track on making this game and accomplishing my goal. Thank you for your time.

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