Hello everyone, I am pleased to announce that I have chosen to name my game Prospectus, as it was the most popular in the poll. I appreciate everyone who voted in the poll and am excited about uploading Prospectus for you to download and play!
I have been hard at work creating a basic website for Prospectus for you to get your free copy of the Alpha 1.0 version. It's been a long time coming that I would distribute a game online and I am very excited to get feedback from the community about Prospectus. I have set up an email address as well that I would like you to direct any comments, feedback, bugs, issues, etc. of any kind to so that I can better organize my Prospectus-related traffic.
Again, I really appreciate everyone who reads this blog and look forward to hearing what you think about Prospectus. Please understand that right now, there is only basic mining and inventory in the game and it is very similar to early versions of Terraria and Minecraft, but rest assured I will be adding unique gameplay features very soon.
There will be detailed instructions on how to install Prospectus on the web site, along with a Read Me text file to assist with installation, basic gameplay, and controls.
You can find Prospectus here and feel free to contact me with any comments and feedback here. Thanks again everyone and have fun!
Showing posts with label Minecraft. Show all posts
Showing posts with label Minecraft. Show all posts
Friday, July 15, 2011
Prospectus Alpha 1.0 Is Here
Labels:
C#,
cave generation,
demo,
game development,
inventory,
Minecraft,
platformer,
Terraria,
XNA Game Studio
Thursday, June 2, 2011
Mouse input is now a reality
I'm happy to say that last night's dev session resulted in the game now having a decent mouse input handler in which the player can remove blocks and place blocks in the map. For now, the player can only place 'ground' blocks because I don't have any inventory system in place (yet) for the player.
I have also started making simple artwork for the different types of blocks found in the game. This is a very exciting game for me to make because I feel like I'm making great progress on it and these little successful additions really make the development process more fun and rewarding. This also gives me motivation to continue my efforts in making this game.
Also, I'm going to need a title for the game (maybe not right now, but soon). I don't want to keep calling it 'the game' or 'my Minecraft clone'. So if you have a suggestion for a name that would go along the lines of a 2D Resource gathering Rpg, please leave it in the comments :)
I'm really looking forward to the weekend because I'm going to work on changing over from the simple red and green tiles to some actual artwork. This is more of a challenge than it might seem because I will need to change my current map generation system. Basically, I will need to take it from a purely random generation to a more structured generation system that looks at the blocks next to the one it is currently generating in order to decide which block to place.
Check back and see how I do.
I have also started making simple artwork for the different types of blocks found in the game. This is a very exciting game for me to make because I feel like I'm making great progress on it and these little successful additions really make the development process more fun and rewarding. This also gives me motivation to continue my efforts in making this game.
Also, I'm going to need a title for the game (maybe not right now, but soon). I don't want to keep calling it 'the game' or 'my Minecraft clone'. So if you have a suggestion for a name that would go along the lines of a 2D Resource gathering Rpg, please leave it in the comments :)
I'm really looking forward to the weekend because I'm going to work on changing over from the simple red and green tiles to some actual artwork. This is more of a challenge than it might seem because I will need to change my current map generation system. Basically, I will need to take it from a purely random generation to a more structured generation system that looks at the blocks next to the one it is currently generating in order to decide which block to place.
Check back and see how I do.
Labels:
C#,
crafting,
game development,
gathering,
Minecraft,
resources,
XNA Game Studio
Wednesday, June 1, 2011
A New 2D Resource Game
Over the past few days I have begun creating a new XNA game that I am quite excited about. This game is a resource gathering game with rpg elements. I have found a new love for Minecraft and have discovered how much fun 2D resource games like Terraria can be. Truth be told, the fact that Terraria is written in C# using XNA Game Studio gave me new inspiration and motivation to create my own game.
The problem I usually face when creating a game is finding the motivation to finish it. It's true, I've only finished one game really (a space shmup) and have dozens of unfinished games lying around. I am determined to make sure this new game will be different though and I'm using this blog to help me accomplish that.
The basic premise of the game is to survive by gathering resources and building things (i.e. crafting weapons, constructing buildings, etc.) while monsters try and attack you. Later on there will be a day/night cycle and monsters will only come out at night, but that's for later. As for now I will focus on building the game in small increments. This will allow me to focus on the pieces of the puzzle as opposed to looking at the whole (and incomplete) picture itself, thereby keeping me more focused on the features in the game. One element of the game that will make it different from other games like Minecraft and Terraria is that the player will have skills that they must level-up in order to (for example) craft better tools, cook better food, make better potions, gather rarer resources, etc.
So far the things I have in the game are:
Please check back for updates about the game and feel free to offer any comments about my game. Oh, and here is a screeny for your viewing pleasure.
The problem I usually face when creating a game is finding the motivation to finish it. It's true, I've only finished one game really (a space shmup) and have dozens of unfinished games lying around. I am determined to make sure this new game will be different though and I'm using this blog to help me accomplish that.
The basic premise of the game is to survive by gathering resources and building things (i.e. crafting weapons, constructing buildings, etc.) while monsters try and attack you. Later on there will be a day/night cycle and monsters will only come out at night, but that's for later. As for now I will focus on building the game in small increments. This will allow me to focus on the pieces of the puzzle as opposed to looking at the whole (and incomplete) picture itself, thereby keeping me more focused on the features in the game. One element of the game that will make it different from other games like Minecraft and Terraria is that the player will have skills that they must level-up in order to (for example) craft better tools, cook better food, make better potions, gather rarer resources, etc.
So far the things I have in the game are:
- Random world generation
- Platformer-style physics (modeled after the Platformer Starter Kit on the XNA site)
- 2D camera that follows the player and does not allow him to leave the map (modeled after Nick Gravelyn's camera in his Tile Engine Tutorial)
- Map saving and loading with the player's position saved as well (modeled after Nick Gravelyn's saving/loading in his Tile Engine Tutorial)
- Items, gatherable and creatable
- Enemies with basic AI
- Block gathering / placing
- Basic inventory
- Menus
- Crafting
- And more...
Please check back for updates about the game and feel free to offer any comments about my game. Oh, and here is a screeny for your viewing pleasure.
Labels:
C#,
crafting,
game development,
gathering,
Minecraft,
platform,
platformer,
resources,
Terraria,
XNA Game Studio
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