18 April, 2017

Into The Non-Internet Zone!








This is a quicky post, so my apologies ahead of time:

So, I recently was offered a job (temporarily) that will put me on my feet (and perhaps actually FUND a good portion of Alteratio via art and assets and maybe getting someone to code for me), and I don't want to let the chance pass by.

If all goes well for this endeavor, then I'll be back on the 1st of May. While I'm gone, I'll have no access to any electronics (the only bad part about this), but I will have plenty of paper and writing utensils to write actual content (and do balancing) for Alteratio down besides just having the coding I curently have. Expect a lot of content to be done during these 12 days!

If all is not well, I'll be back far sooner and do another blog post :)















14 April, 2017

Holy Cow-Girl, Manbat!

2 years?! 2 whole years?!

Wow, how time flies! But like I said many-a-times: this thing won't freaking die!

Now, I'm only going to be brief about my absence, since you all deserve an explanation, but I'm only going to be brief as that's not the reason everyone is here. I've had... a few run ins and close calls with death and was even homeless for a time, but now everything stabilized in my life to once again get on doing what I do best: making game systems and sucking at coding!
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So, I'm still trying to collaborate what notes I have left over from all my moving around, but I have been working on Alteratio, and I think you all will like what I've done because it just excites me talking about it! Let me try to pace myself though and just make a bullet list for you all to peruse with small explanations as to the large changes.

  • We are no longer using quest!
Yes, you heard right - all that work I put into Alteratio is now down the drain! Woosh! But what would we be using instead of Quest? No Twine (that's been beaten like a dead horse, we can do better!), No Inform 7 (ya'll don't want verb guessing for the most part!), No.. well, no sane thing! I did the craziest decision for a system!

Unity 3D!

Mind Blown! But, this does everything I envisioned the game should do from the start the best, most efficient, and allows me to do the visuals that I desire in the game the best. Not to mention, most of it I have to manually code, which means that I have a very large flexibility on how I want to do things.

As of this writing, I currently have map navigation 80% done, map creation 100% done, map randomization 60% done, and basic placeholder map appearance 60% done. The map is almost complete for the first 'biome' I plan for release, the Woods, which includes (for now) 3 different varieties of places to go: meadows, forest, and dense forest.

(Read on!)