Organization

I spent much of this week continuing the process of breaking my massive 4000 line source file into a smaller file structure that’s more intuitive to navigate. This is the structure I’ve settled on for now. I have a Classes folder and a Data folder. The Classes folder has each class stored in its ownContinue reading “Organization”

Going Back

This week I finally added a back button to all the currently existing menus in Goblin Hero. This was trickier than I expected, as each menu function needed it to be implemented in a slightly different way, and I have a lot of menus now. Eventually I got it working for all of them –Continue reading “Going Back”

Prototype Update

I was so focused on development yesterday, I forgot to post! Here are some of the new features I have added to Goblin Hero’s engine since last week: -A work-in-progress music track, provided by the very talented Clint “Volasaurus” Kelly, sets the mood for the snowy scene. -A proper system to select which enemy toContinue reading “Prototype Update”

Enemy Animations & Game Over Screen

I did a lot of work this week on Goblin Hero’s enemy monster sprites – redraws, compilations, and even early experiments in attack animations. I also implemented a fancier Game Over screen. We’ll go over the enemy art first. This is a promo-poster style image of my twelve best enemy monster sprites as of today.Continue reading “Enemy Animations & Game Over Screen”

A Universal Cursor

The big addition this week is a new function that provides a universal cursor system. Up to this point, I had been writing a new function for every situation in which I needed the user to select a menu option with a cursor – battle, shops and so on. This approach was unnecessarily complicated. RatherContinue reading “A Universal Cursor”

Starting the Shop

This week I began laying the groundwork for an in-game shop system for Goblin Hero. I finished spriting out the Goblin Shopkeeper, coded them in and gave them a nostalgic line of dialogue: I also drew up a yes-or-no UI prompt that will eventually be used in the shop system, and likely other NPC interactionsContinue reading “Starting the Shop”

Looking Around

This week I’ve continued to do a lot of spritework for the villager NPCs. This feature is taking a long time to implement, considering the final goal is to have in the ballpark of 500 sprites (8 races x 8 base designs x 4 directions x 2 frames of animation). This is if the NPCsContinue reading “Looking Around”

NPCs and Names

As usual, I’ve had two areas of focus in Goblin Hero over the past week. First, I added a name display to the dialog system. Second, I’ve been drawing and animating NPCs. The name feature was pretty easy to do. Since the main dialog function already takes the character speaking as an argument, I couldContinue reading “NPCs and Names”

Party Portraits

My main focus this week has been implementing the portrait system for dialogue. To that end, I drew up-close portraits of the four party members, gave them all frames, and inserted them into the code. The solution code-wise was pretty simple. First, I made a distinction between two types of NPCs, Major NPCs and MinorContinue reading “Party Portraits”

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