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Showing posts with label PKG. Show all posts
Showing posts with label PKG. Show all posts

Friday, April 13, 2012

module.awesome(True)

I have a track for my game titled child. Hopefully the link works so you can listen to the song. The save file has been rewritten to be more compact and easier to work with. There are several support scripts written to handle major functions. While the town map is unfinished, it does load a house and the player family. House roofs have been redone and I will start working on the other buildings soon. The player controls are easier to do with the support scripts and the character load script is smaller and faster. Once I have enough to make a good video I'll post a project on moddb.

Monday, April 2, 2012

aMule by any other name.

The program aMule was taking quite a few resources from my pc, so I shut it down. I was sick for the first part of last week, and in north Mississippi during the second half, so I did not get much done on my game. Currently linux won't allow my scripts to run properly. My scripts use pickled support files that hold commonly needed data, but python always looks for the files in the root directory. Creating the files in the root directory requires root permissions; thus preventing the save file from being created for the player. I truly enjoy linux, but I find reasons to dislike it as well.

Thursday, March 1, 2012

Gainfully Underemployed

I recently acquired a part-time job helping with plant arrangements, and I hope it works out.The islands in AE have been modeled and most have textured. These islands will be used to show the map overworld; they will not be playable. Once done, I shall start working on the playable maps.

Saturday, January 21, 2012

Prox :: holy ship

I shall be entering the 2012 Blender Summer Game Competition with a game titled "Proximity". The Kawaii characters that will be used in this game will be uploaded for public use; a link will be placed after BlendSwap has approved the file.

Thursday, January 5, 2012

AE :: My cat does not eat dead trees

While I have implemented the battle system within the game, it is still very simple. There is only one kopii (Fluppii) and one attack and the player cannot battle yet; but the player controls are there. I have been doing minor cleanup an reorganization within Adventures' Edge to make it easier to edit later on. I still have a lot to do, and here is the todo list.

* Allow player control of kopii
* modify death and return states of kopii
* modify trained kopii AI and make them tougher
* allow NPCs and player to update their looks
* make player preview in menu
* create save menu
* create NPC AI
* create "in battle" state for NPC and player
* create build system
* create obstacle types
* modify item menu
* create player stat menu
* create kopii party menu
* create kopii swap menu
* modify catalyst script
* create growing system
* edit sun and moon
* edit level loading system
* create remaining buildings
* create attacks and effects
* create kopii
* create remaining maps
* create minigames
* create shopping and vending systems
* create velocity script
+ handle daily worl modifications
+ handle NPC death
+ handle ***** *****
+ handle *****
+ handle NPC movement

I am probably forgetting some things, but that is a rough estimate.

Wednesday, December 7, 2011

AE :: multitexture shuffle


Upon waking up my bare feet hit the 35 degree floor. After quickly using the bathroom and washing my hands (with hot water), I go back to a warm bed. A few minutes later I have enough warmth to finally get up. I feed my cat and turn on my PC. Last night I had tried opening my game in the blenderplayer to discover that most of the object will not show up. After adding a clock to the game I record a gameplay vid and re-encode it to flv. I also try to recreate my problem without success. Going outside, I find a sunny spot to warm up. The sky becomes cloudy; check the weather to find five cold days with plenty of clouds. Fopping dopplars. The vid is borked, so I record another one and start it encoding. My mom has a cold and I AM cold, so I do the dishes for her. The hot water warms me, but I have to sign for a neighbor's package. After doing most of the dishes, my stepdad gets up to make his breakfast and lights the gas heater in the living room. I don't like to light the heat for myself, but I will soak it up. Neighbor comes by for his mail; since he is going to town I ride with him to  use the internet at a local coffee shop.I get a cheeseburger in town; my first meal of the day. I awoke at 7:30, after being up past midnight, and it is now noon. After getting to the coffee shop, I get a coffee and connect to the internet to upload all of my updates. I'll probably be awake until two in the morning, being awesome.

Wednesday, November 30, 2011

AE :: By the power of two, the object state shall be gotten.


The NPCs can move, but they have nowhere to move to. There are various errors I need to address before I can add other elements, but I hope to have a working HUD soon. I really should finish building that house.

Wednesday, November 16, 2011

AE :: Adrenalyne

I have the kawaii characters mostly finished; I still have to finish the player controls and the NPC AI. With the catalyst script finished, I can create the world data and use that date to load and define the characters. The battle system still needs to be finished. NPC AI and the velocity script my be my greatest challenge. Because I am using a single town map to load all the towns , they may look similar and boring, but I won't have to create 43 individual town layouts (although I may spread out the town layout so it doesn't look so grid-like). Hopefully, I may have a video featuring actual gameplay by my next update, but I have said that several times before.

Tuesday, November 1, 2011

AE :: Mumbly Joe

Developing video games is harder than most people expect; that is the biggest reason many fail or abandon projects. The release date for my game may need to move up, but I think I am still on schedule. The prospect of writing the velocity script frightens me; this script will "play" the inactive maps and take care of the NPCs. I have decided to only have one main type of town. This plan will make most of the towns look similar, but will reduce my work load. I hope people will play this game; else, all is for naught. To increase my creativity I wrote a simple word generation script and posted it on BlenderArtists.

Friday, October 7, 2011

Adventures' Edge

I am the PlanetKiller Facade Zaitabai Gaikan,
Destroyer of worlds,
Crusher of evil,
Lover of the cute and furry.

I am the sole member of PlanetKillerGames, an I haven chosen Blender as the program I shall create my games with.

    My first game will be Adventures' Edge, a lighthearted adventuring game full of anthropomorphic creatures and animals with elemental powers. I know you have seen the adventure/monster battle type of game several times before, but not the PlanetKiller way. You choose the look of your character and then the rest is up to you. You can buy an adventure pack and start catching and training the creatures known as kopii and contend in tournaments.  Don't like that; then join a group and help them with their "goals", or defeat their leader and thwart their evil plans; for awhile. Maybe you would rather buy some land and settle down. In addition to their seven skills, each kopii has a superskill that corresponds with one of its elements that you can use in your endeavors.

    Be sure to eat well and get plenty of sleep, you will have to keep an eye on your stats or face the consequences. I would also advise against attacking villagers, you do not know how strong their kopii are; and other villagers may join in. Clothing is optional, but you may find something you want to wear. As you explore you can use your experience to increase your levels, or the levels of your kopii. Since each stat has its own level it is easy to create any archetype.

Just don't die.