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This week wasn’t as eventful as the last. If you are following my daily (well almost daily) updates on TIGSource Forums then you might already have a good idea of what this post is about 🙂
A good chunk of time was spent in creating some art assets (which are more like placeholders) – the assets will give the artist a better idea of what fits in where and also act as a sample spec. I always think that small things do pay off, each room has a surprise in store for the player and i wanted it to be presented in some grand-yet-not-too-grand-that-it-gets-tiring-after-seeing-it-the-100th-time kinda way. The door opens to reveal the stage and the panels ease in from both sides, and then the letters fly out and with a poof, the enemy is revealed. You exit the room in a similar fashion and the door closes on you. Also, that effect can also be applied to any scene, without any fuss.
SpellDown! – Dramatic Door – May 23, 2017
The second major task I took on last week was to get the dungeon generation working. The idea was to procedural create a navigable dungeon with multiple points of interest. Shown below is the earliest test.
SpellDown! – Dungeon Generation – May 25, 2017
The next two days went into tweaking and changing things and moving on to actually taking this data and making it into a usable navigable map as part of the game. The idea here is that from the town, the player takes on each quest and each quest is a set of rooms in a large dungeon. After each room, the player can navigate to the next room, if there are multiple rooms connected to the current one, the player can choose to go to any room. Different rooms offer different challenges, treasures and more. The player must find the exit to leave the dungeon.
Apart from these two major things, the rest of the time went in minor bug fixes and housekeeping. My work has taken a detour since it was the weekend and because I was working on an entry for the Shenanijam 🙂 I’m hoping that this tiny distraction will help me come back to SpellDown! with more energy and focus. That’s about it for now, more updates next week 🙂
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What is SpellDown!? If you are following my blog posts, you would know how we got here to this point 🙂 the question then becomes, what is SpellDown! now?
SpellDown! is a lighthearted word building game which has you fighting monsters with magic. The game will also have some amount of dungeon crawling and roguelike elements.
Continue reading “SpellDown! DevLog – #2”
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The idea here was to use rapidjson which is part of the cocos2d-x distribution to easily load a set of strings and store references to corresponding fonts for different languages. Continue reading “Quick and dirty internationalization and localization support in Cocos2d-x”
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As some of my friends already know (and against most of their wishes), I’m trying to finish off a lot (this clearly is an understatement) of the work I’ve started and not finished over the past years. I thought I’d get into the habit of a writing a devlog on my blog rather than on TIGSource or on a separate site in the hopes that it will keep me going 🙂 So here goes!
One such long unfinished project that I’ve decided to dig up from the past is a tiny game called SpellDown. It is at its core a word came 🙂 You have letters, you make words with them and if you get it right, you get points, simple enough 🙂 you also have magic and monsters and moooore! 😀
Of course, that is not how it began. Our beginnings are a bit more academic than magical. Continue reading “An ode to word games”
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This list was a Google doc that I started as a resource for a 6 month long project/class, which revolved around solving the numeracy and literacy issue for a specific demographic. The list is a collection of websties, games and more which recently came back to life with a discussion on chat.gamedev.in. I thought I’d collate all those links and put it up as a blog post so that it can help me and others who are interested in games and/in education.
Last updated on May 1, 2017 Continue reading “A small list of resources related to games in education”