May 31 2012

IN THE STUDIO

The past few days have been a holiday of sorts from CQ2 development. Ido came over for IRDC and has been hanging out with me here in the office. We’ve been working on Cardinal Quest 1 instead! We’ve been getting version 1.3, the save game update, ready… that and playing around with Joshua’s Android build, which is neat as heck.

It’s adorable! It works really well on a tablet; surprisingly so.

Today’s job was a different mission. Moving furniture, switching on as many lights as possible and setting up a little film studio in the living room:

…all in the service of something quite neat we’ll be doing soon, even if – by this point – it’s a bit predictable. 😀

May 25 2012

OPTIONAL

It’s still a mockup at this stage, but here’s the screen that’s going to replace those little buttons in the top-right corner of the menu. It’ll also give us volume sliders.

This transparent overlay will be shown over the main menu and over the game, whenever you go to the options screen. I’ve gone for a simple style that deliberately doesn’t mesh with the gameplay graphics, to clarify that it’s a non-gameplay menu… but I’d still like something more elaborate. I really need to find a UI artist to overhaul this game soon. 😀

The other change lately is a subtle reorganisation of the skill/item bar:

Skills now have their corresponding hotkeys underneath. Items have been moved to be aligned above skill slots and are now used by pressing SHIFT+1 through SHIFT+5 instead of 6 through 0. I’m hoping this’ll prove a bit more natural.

The task list’s gradually getting shorter. 😀

May 22 2012

UP FRONT

New main menu!

It’s a good deal cleaner and shinier. The background’s subtly animated; I’ve spent the best part of today adding in a handful of effects that make this screen nicer.

The rest of the day went on proper widescreen support. CQ2 now adapts to your monitor’s aspect ratio in full-screen, supporting up to 16:9. The only part of the game that now doesn’t handle widescreen properly… is the new menu 🙂

I’ll be patching that up tomorrow, revising the new assets for the 854×480 widescreen resolution. Then it’s on with a minor GUI overhaul: I’ll be adding a “Rest” button and putting numbers by all the hotkeyed skills/items.

And eventually my velocity will stabilise in FogBugz and I’ll have a decent idea when this game might be done. o__o

May 18 2012

MONSTERS

Between one thing and another (okay, mostly Diablo III) I haven’t had much time for blog-posting over the past two weeks. Even so, development’s been going on at full pace.

The single biggest thing I’ve done is add a half dozen new monsters and totally overhaul monster placement and the difficulty ramp. Essentially I’ve made the monster difficulty and the player’s strength climb about half as fast over the course of the game, meaning that for any given monster there’s a much wider period in the game during which it represents a credible threat. That lets me mix up your opposition a bit so encounters are more diverse.

One of the new monster classes is the mage. Now, these fellas tend to hang out at a distance causing trouble. The one there is a Fire Mage who’s happiest chucking fireballs at you. There are a few others; the Conjurer summons random elementals, and the Priest can heal and buff other enemies around you.

In my last game, totally at random, I met two Priests in the forest. There were a few enemies around, but because of the trouble the priests can cause, I went after them first. I knocked one of them down to hardly any health. He ran away, so I chased him out into the open… and then the other priest healed him.

Then they both buffed enemies around me. And then I died.

🙁

The other major improvement lately is the stealth system. It’s a bit clearer what’s going on. Here are two enemies who haven’t noticed me yet:

…and here’s one who just did:

Bam!

I’m gradually trimming down the todo list; CQ2 is perhaps a few months away from a state where I reckon we could do a decent closed beta. As part of heading towards that goal I think I’ll start next week by laying in a placeholder version of the game menu and revising the in-game UI (again!). Here goes…

May 03 2012

“INDIE” IS NOT A FOUR LETTER WORD

Yesterday, Electronic Arts – an international games publisher with 7,820 employees and annual revenue over three and a half billion dollars – announced an EA Indie Bundle.

Tossers.

Of course, though the whole concept’s self-evidently ludicrous, it’s a bit hard to put your finger on why. So Nathan Grayson over at Rock, Paper, Shotgun immediately declared we should start stacking the chairs and pulling down the decorations. The word’s completely meaningless now! “Indie” is over!

But it isn’t.

Continue reading »

May 02 2012

HINTS, BLOOD AND ARROWS

Oh, Fighter. You are in TROUBLE.

(Click through for the sharp, full-resolution version.)

It wasn’t feeling quite dramatic or obvious enough when you were on low health, but you know what? I think I’ve fixed it. 😀

The text on the left is the explanatory tutorial blurb for the first time you get knocked down to dangerously low health. There are four or so little tutorial hints like this, explaining movement, items, skills and so on. You’ll only see them the first time you play the game (if that), but I think they’ll help explain a few major systems people don’t tend to get immediately at the moment.

As for arrows, I’ve just added a proper effect in for them to complement all the archery in the game.

pew pew!

Now I’m off to play Dark Souls some more and see if I can finish it. Getting a lot done during the day is great and all, but I sure as heck don’t want to spend my evening sitting at the PC after 🙂