A quick summary before heading to bed, as it’s already 1AM.
Day -1: So far, I’ve got on Github a soldier walking on the sample beach.tmx file, with rendering being utterly broken (No layers on top of the character) and no collisions working either. I intend to fix these two issues in the next 2 days. I experimented with several Tiledmap rendering methods, as well as camera focus methods and am still unhappy with the results using Slick2D + MarteEngine.
Day 0: Spent it looking at the resources that were uploaded. They are fantastic! I’ve also begun planning several aspects that I had thought of, but otherwise, Sunday activities kept me occupied from actually doing something helpful. Played around with some XCF files and made this. It’s cute, and it only took me around 30 seconds. Wulax is awesome.
Day 1: Finally some work done… If you consider playing with Gimp work, anyway… I grabbed my whiteboard and drew the World Map we’ll be using. It will probably be tweaked along the way, but if you look closely and with a bit of imagination, it should look like the left hand doing “Thumbs up”.
I also spent quite a while experimenting with Gimp on what will be the Battle Interface. I should’ve done both of these things before the contest started, but alas, it’s too late and I’ve got to do them anyway.
It’s only a mockup, made in Gimp, so it’s missing the HUD, as well as lifebars.
The battle system is modeled after MegaMan: Battle Network. Possibly my favorite game, and I’ve been meaning to make it playable online for quite a while, so here’s my chance to finally do so.
The first obvious difference is a bigger playable field. While the game will be a single-player experience, I’d like to code some NPCs joining you during a fight, and if time allows, multiplayer for up to a 3 vs 3 battle. Also, instead of “holes” that won’t let you move, I decided to use rocks, which make more sense in this context… As for the “Battle Chip System”? I’ll leave that for the next blog post, as it’s already 1AM.