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squirrelbot

6
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A member registered Dec 18, 2015

Recent community posts

Day 30:

Where did time go? I've had none of it.

Today I realized the game was probably not going to be finished. I tried to upload the source to github, so someone can learn from it. But just to finish me off, the world managed to delete all my code. Oh well.

Day 8?

I think that's right. I finally got back to working on my game after all the Christmas madness. I decided against combat, so now I'm basically left with a text adventure with RPG elements. I don't know.

Everything that's there is working pretty well, so I made a demo mission. The scripts end up with an insane number of if statements, but that's why they're scripts. I intend to add skill upgrading tomorrow, as well as selection of missions. Money and mission rewards might as work their way in.

Day 3:

I added skill checks today. Now you can roll a 1 and let bad things happen. Just like everything else, skill checks are activated by a script.

I started working on combat, but didn't get far. Characters can carry weapons, and what they do is defined. I've just ran into a brick wall on how to activate the right weapons, at the right times, on the right characters. I may stop with the standard turn-based combat, and do something weird. Maybe minigames for diffrent skill checks? But it can be started from a script!

Day 2:

I began today by adding crew editing. Up to three crew members can be hired at a time, and you have the ability to swap them out.

I also added a Lua based scripting system, and now missions play a lot like a text adventure. You can print text, request a boolean answer, and ask multiple choice questions from scripts. Later, skill checks and combat will be initiated here.

(1 edit)

Day 1:

I got started a bit late, but that's okay, I have a month.

Today I wrote an obscene amount of UI code, as there are a lot of menus to click through. Luckily, I programmed it so they're easy to make. I implemented a basic save game feature, which is important so I don't have to pass all game data to each new screen. A state stack was also created, allowing for pushing and popping screens. There's no gameplay yet, but I hope to add mission scripting tomorrow.

Welcome to the devlog!

The general idea for the game is that you command a ship. You can hire different crew members, upgrade equipment, and go on missions. Missions will involve choices, skill checks, and combat.