Almost finished setting up my mac-enstein VM setup so I can debug mac builds (my partner is on a mac).
So I decided to restructure almost all the internals of the game, because it should help in the long run. Basically, I went from tossing everything into one giant pile of stuff to tossing everything into several smaller, slightly more organized piles of stuff. Because smaller piles are better right?
Hey streakers, I'm halfway through refactoring peons using the new state machine, so today is a boring update. Even this dude fell asleep as I wrote it.
I made a ton of progress on my quick game for this week called MetaRPG. It is an affectionate parody of RPGs like Final Fantasy and Dragon Warrior where you will walk along the plotline to the right. As you walk you gain experience and currency units but lose HP/MP. You can rest and restore at towns as well as trace currency units for equipment levels which lets you travel further along the plotline. I'm hoping that it is more fun than it sounds as I describe it.
I created all the basic layout stuff and added everything to the scene. I also coded the flag that keeps track of the farthest location you have reached along the plotline. The thinking is that moving forward in on the plotline is slow when you are advancing the plot (either because you get lost in mazes, or deal with cutscenes, or mazes with cutscenes) but faster when you are revisiting previously explored areas.
I'm having trouble explaining this concept...
So, here's a character for my upcoming game the readers.
I guess I accidentally created the concept for a new card game today.
Actually I just wanted to make an english version of an existing game. But you know what it's like to be creative. I just can't control it xD
So let's try this!