"Spidersly" a game journal by Caleb Hystad
calebhystad
Member Posts: 22
Now that "Charles C. Gull" has been submitted to the iPhone store, I've started work on my next game. Working name "Spidersly" a tiny open-world rpg. Only this one is going to be a different process than my usual quiet until release process.
http://spidersly.blogspot.com/
I'll be updating an open journal to document the process on a workday basis. Today's work was starting the design document.
If you're interested, please follow along. I'm looking forward to suggestions and feedback as it moves ahead.
http://spidersly.blogspot.com/
I'll be updating an open journal to document the process on a workday basis. Today's work was starting the design document.
If you're interested, please follow along. I'm looking forward to suggestions and feedback as it moves ahead.
Comments
Day 3 is up!
http://spidersly.blogspot.com/2011/10/day-3.html
I've rewritten, and refined the design document quite a bit, and will keep focusing on that until I'm happy enough with it to move on.
http://spidersly.blogspot.com/2011/10/day-5.html
The subject is "On Experience Points and Ability Upgrades" How I would like to simplify these systems and integrate them into level design.
http://spidersly.blogspot.com/2011/10/day-6.html?spref=fb
With a video!
Look forward to it!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I don't get to work on this as much as I would like, but DAY 7 is live "On the ScreenXY System and Simple Collision Pathfinding"
http://spidersly.blogspot.com/2011/11/day-7.html
ScreenXY system
Simple Collision pathfinding
No update on the design document. The last two updates have been systems work only.
- caleb
The blog entry goes into more detail, but screen/level states are something that I like to use to control timing. This video shows some fades and player animations controlled by screen states.
Now it's starting to look like something.
- caleb