Tuesday, January 27, 2015

It works!

I got the inventory system working and pretty much bugfree! The player stats are now updated correctly, you can equip weapons in both hands and use those weapons in combat encounters. Both the quick menu and the real equipment windows are working properly now, plus the game runs perfectly on my phone! Here's how the quick-menu is working now:
You can simply drag your weapon towards the stick figure and it'll automatically equip it for you. If you pick up a weapon you can select which hand you would like to place the weapon in.




















Then, if you want to know what your current stats or equipped weapons are you can click on the stick figure icon to open the equipment screen. Here you can freely drag&drop the items into your equipment slots or into your backpack.




















Furthermore, I have made some great progress on my first video for my new Youtube series about game design. I have now arrived at the last editing stage and then it's ready to be posted online! I expect to be done with it within a week or two.

For questions, feedback or requests I can always be reached at:
indiestepsblog@gmail.com


Tuesday, January 20, 2015

improving on the inventory

A bit later than usual this blogpost, I do apologize for that. Last friday I had a networking meeting to promote Indievelopment, for which you can purchase tickets now by the way: http://www.indievelopment.nl/

Anyway, what progress did I make? Well I thought and contemplated about the inventory system a lot. There are a lot of things you have to account for in mobile games, most notably the abundance of space. So I had to find a quick, comfortable and compact way to manage your items. After some discussion and suggestions from my friends this is what I came up with:




















You can drag your weapons on top of the eye icon to inspect them and see their bonuses and such. To automatically equip your items, just drag them over the stick figure icon and you'll equip the item. To see your player's stats and to swap around your equipped items and inventory items you can click the stick figure icon to get to a seperate screen:





















Here you can drag items to their corresponding item slots and you can immediately see how your stats are affected. Once again, the eye icon can still show you an item's bonuses by hovering the item over it.

That's about how far I got this week. I don't expect much progress the next week since finals are coming up and I'll be a bit preoccupied with that. Furthermore, I want to launch the first video of a youtube series about game design I'd like to start soon. Most likely my progress on Path of Vision will consist of bug fixing and polishing up a bit.

For questions, feedback or requests I can always be reached at:
indiestepsblog@gmail.com

Sunday, January 11, 2015

Inventing an Inventory

The beginning of this week I finally got some help from someone at "Stackoverflow" who managed to find a solution to a problem that had been bugging me for quite a while. The problem I had was that I wanted to get the amount of scaling that was performed in the UI for different solutions. But for whatever reason, that function was nowhere to be found. Someone on stackoverflow suggested a workaround and it worked perfectly! Due to that fix, my health bars worked properly for every solution the game was run in.
Anyway, what progress did we make? Well, not an awful lot of progress I'm afraid. I was trying to come up with some kind of inventory system for Path of Vision, but that isn't so easy because of the limited amount of space you have. So far this is what I have:
It's not completely finished yet, but this basically represents your character's equipment right now. In each of those brown spaces you can place some kind of equipment. Your character's stats are shown in the top-left corner. Tapping the backpack in the bottom-left corner switches between the exploration mode and you character's inventory. It isn't really finished yet however, because you still can't see the items in your inventory right now and each item's stats/
Well that's it for this week basically, I'll try and finish the inventory screen by next week and then who knows what's next.

For questions, feedback or requests I can always be reached at:
indiestepsblog@gmail.com

Tuesday, January 6, 2015

The basics are there

I've had quite some time to work on Path of Vision in the holidays, so I was able to make some nice progress. I now have both the exploration working:
The way it works is that you can move your player(the purple dot) around by swiping in the direction you would like to travel. Should you land on the same space as an enemy(the black spiky things), you encounter the enemy in a seperate combat screen:
Here you must try to defeat the enemy. Your own player is shown at the bottom of the screen and the enemy is seen at the top of the screen. You can attack the enemy by pressing the big red button with the sword on it. The damage and chance of hitting the attack is based on your current gear and stats. The enemy attacks work slightly differently. If the enemy attacks you, a shield appears:

If you tap the shield before the timer runs out, you block the attack and take no damage. However, if the shield's timer runs out before you tapped it you lose health. So you must alternate between attacking the enemy and fending off attacks in combat.

These are still placeholder graphics of course, my artist and I are still figuring out what kind of art style we would like to go for. So, this is my progress so far basically. I'm very pleased with the results thus far and I'll be expanding on these mechanics more over this week.

For questions, feedback or requests I can always be reached at:
indiestepsblog@gmail.com