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Archive for February, 2012

The world grows

February 23, 2012 1 comment

Well, its been an interesting week. After a tentative start, we completed the tutorial, the main character’s home town, and four overworld levels that connect to it. Currently we are working on Cascade, the first major city, and its become clear that such levels are more time consuming than ‘combat’ levels, due to the amount of content in them. Cascade still needs tiling, NPCs and interior levels.

We also have a new member on the team, an artist by the name of Jackson. He is responsible for the new tiles and sprites we’ll need to illustrate the world and polish it.

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February 14, 2012 Leave a comment

With the implementation of allied units, neutrals, sentries, checkpoints, shopkeepers and stealth, it looks like most of the programming work is out of the way. As far as worldbuilding goes, the only piece of planning that remains are the faction quests, and these are not immediately required.

With this in mind, we are now beginning implementation of the actual levels used in game. We are dividing this task up into sectors geographically, and chapters chronologically. Following from the start points, we will cover a certain amount of ground and then work on bringing that area up to our standard. In this way, we will proceed leaving playable levels in our wake; levels which should be ‘what you see is what you get’ to allow us to evaluate them effectively as we go.

We begin with the tutorial.