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Hello.jpg
Tuesday, August 24, 2010 - 1 comment

You probably thought I was dead. Nah. I've been quiet but far from inactive (in the past few weeks anyway). Aside from the extensive tinkering I do, here's some of the new stuff since I last posted:

More blocks
As well as pushing and pulling big blocks (40x40) I've added in smaller blocks (20x20) that Spud can push/pull and pickup/throw/stack.

Ocean / Swimming
I was never satisfied with the size of the ocean in the game so the past couple of days I've made it wider and deeper.

I've mentioned the abilities in the game that you find as you progress, well you can walk in the ocean as soon as you find the [aqualung] ability (haven't named it yet, idea's?) but there will also be a swimming ability that you'll find in Poseidons temple with which you can fully explore the whole of the sea.

Temples/Dungeons
Some area's of the temples didn't feel right so I've been muckin around with em, adding puzzles and traps. My idea with the whole game is that there shouldn't be a single screen that's there without reason.

Not sure if I've mentioned previously but I've strayed from item-based puzzles in the temples and kept all that to the worldmap part of the quest. Instead the temples are filled with puzzles involving blocks, switches, jumps, teamwork (character switching between you and frog), avoiding traps etc. So now once you find and begin a temple you can finish it without running around the worldmap looking for items you need to use in there.

Awards/Trophies/Achievements
Cliched lately but just something for the obsessives. Haven't added any yet but the subscreen is there ready. Idea's?

Sub-screens
Been working on these, so far theres game/dungeon map, quest status, abilities, awards, options.




Ice Temple
Saturday, May 08, 2010 - 3 comments

Been a while. Just a quick post to say that I'm still working on the game, just not as much as I'd like to at the moment. I've started work on the final temple (in Snowhead mountain, so it's ice based) and naturally it's taking me a while to brew up puzzles/trap idea's for it. Have any? Lemme know in the comments. Shot.




Character Switching
Friday, April 09, 2010 - 3 comments

I've added a feature in so you can now switch control between Spud and the frog- a function that mainly comes into use in the dungeons/temples. Although the frog can't carry items, pull blocks and such, he has the ability to get through small gaps that Spud's unable to, jump on Spuds head to reach higher areas to activate switches, etc.

Also I've been completely overhauling the dungeons, making them bigger and adding more puzzles & hazards.




Bits & Blobs
Friday, March 26, 2010 - 7 comments

I haven't updated in a few weeks, doesn't mean I'm dead though. Haven't been working on the game as much as I'd have liked, but I've been tinkering around with things all for the greater good.

Added in the usual screen shake code, so now the screen judders briefly when Spud takes damage, when temple doors slam shut, when boulders/blocks fall etc.

Now there's rain in-game too. At random points the sky will fade to a bluey-grey (except at night of course), starting off with a few spots then turning into a rain shower. Some NPCs will react to the weather change by using an umbrella or moving to shelter.

There's been more work done (dialogue, screen titles, fixes etc) but nothing worth writing about.




Time
Monday, March 08, 2010 - 2 comments

Past week I've been playing about with time of day features. One addition I've added is lights on the windows and doorways that come on when it gets dark (See pics here and here)

Time of day will affect every NPC in the game. One I've recently done is the owner of the Dragons Den Inn. He'll get up, spend the latter part of the morning cleaning the pub windows, around lunch he can be found inside with a broom in hand, from 3pm he'll be behind the bar serving drinks till midnight when he closes the place up.

Some characters will only make an appearance during a short period each day. For example, one of them goes fishing by the ferry (despite the NO FISHING sign) late at night while the ferry owner isn't there.




The Haps
Sunday, February 28, 2010 - 3 comments

Past week I've been doing several things on Spuds Quest. Some biggish, some small.

Firstly I've added in a health points counter and reworked the damage/death system. There's still hazards that cause instant death (getting bowled over by a boulder or landing on spikes/in lava etc) but there's also hazards that'll reduce varying amounts of HP instead (falling too far, getting hit by darts/arrows in temples, falling spikes in mines, and so on). Spud's max HP will be upgradable.

I've also changed the font in the HUD to match the one in the dialogues, which I think works better. Also the character names in the dialogues are now in red, and I changed all the dialogue font to caps because it looks cleaner than it did before. Couple of screens to show this: Screen 1, Screen 2.

I've started working on the code for how the NPCs are affected by time of day as well. Time of day will affect how you solve certain puzzles. For example the farmer stays outside on his farmland from about 6am till maybe 8pm at night, and during that time you won't be able to plant the magic bean. So you'll have to do that during the night. Another example in the mines, the grumpy foreman won't let you in since you don't work there, so you'll have to wait till he's off duty to slip past.

There will be a way to progress time, I'm thinking of a sleep function at Spuds house to increase time by several hours. I also had the idea that sleeping would restore your HP too.

Opinions? Ideas? Post 'em.




Metroids Quest
Sunday, February 21, 2010 - 4 comments

I'm still alive. Decided to go the cliched route of power-ups and added a few abilities in that Spud can collect to aid him on his travels. At the moment they're in the form of scrolls. Here's what I've added in so far (the names aren't final):

Sprint/Dash:
Increases movement speed when you hold down a key. Helps offset the huge amount of backtracking.

Breathing underwater / Gills:
Self explanatory. Replaces the snorkel.

Wall-jump:
Self explanatory.

Truth / Perception:
Allows Spud to see things hidden to the naked eye. This replaces the magic lens.

Strength:
Makes Spud able to push and drag blocks. Probably will have other uses.

Teleport:
Enables Spud to warp to any save crystal that he's uncovered on the map screen. Again, helps with backtracking.

I've got a list of others that may or may not be included like swim (free movement in water), glide (slows falling), high-jump, climb (doubt I'll add this, wall-jump serves a similar function). I'm also thinking about an ability that would be similar to the morph ball out of Metroid and could get Spud through small gaps.

Post your opinions/idea's.




Day / Night
Monday, February 08, 2010 - 2 comments

I've added a day/night system into the game. Hoping to work weather into it too soon. I'll most likely be making it so time of day affects peoples activities too. Screenshot here.




Things
Saturday, February 06, 2010 - 1 comment

I need opinions on something that's been holding me back from getting on with the game for a while. Details in this thread on the forum. Also, I've uploaded a shot of the mapscreen here.




Map Screen
Saturday, January 30, 2010 - 6 comments

Haven't done a great lot on the game over the past week, but I've started to add a map screen in, where like zelda/metroid etc it shows the area of the game world you've already visited. I'll post a screen soon.




Misc Ramblings
Wednesday, January 20, 2010 - 1 comment

Just a little update to say what I've been doing the past couple of days.

Well remember in the old Spuds Quest how after you'd spoke to someone, moved on, came back to them later and forgot what they'd said because it just opens the inventory instead? Yeah I've fixed that by adding a timer on each character so when you come back to them again they'll repeat what they said.

I've also made it so you get YES/NO prompts in character dialogues which obviously result in different responses.

Still thinking of other possible mini-games. The Mount Snowhead area is the site of a carnival so there's room for several there. I'm planning on adding some kind of snowball throwing aiming mini-game at least.

Also thinking of adding one more temple/dungeon in-game located at Mount Snowhead to take the count to four. Not sure though.




Fishing Clip
Sunday, January 17, 2010 - 6 comments

I've nearly finished adding the fishing minigame. Vid on youtube here.




Mini Games
Thursday, January 14, 2010 - 1 comment

So I've been thinking that Spuds Quest needs two or three mini games thrown in there. Nothing too fancy, just little things the player can do to take a break from lugging items all over the map.

I've been thinking what I could add in, and the only ones that came to me are things like fishing, shooting/archery game, bowling, or arm wrestling (aka ideas jacked from zelda/final fantasys). So yeah, leave me some idea's in the comments section.




Hey
Sunday, January 10, 2010 - 2 comments

What me? Oh, well I added a few more rooms to the mayan temple yesterday, sliding platform timing jump spike tricks guaranteed to frustrate. Actually worked on the game more than half hour, which is an accomplishment in itself. And I also put three more pics to the shots page.




Website & Progress
Thursday, January 07, 2010 - 7 comments

Decided it was time to make a small site for the game, so here it is.

As regards progress on the game, well it's slow as always. I've been working my way through writing all the dialogue for the characters and puzzles- done about 70% of it so far. I've also added a few more rooms and hazards to the dungeons to raise the difficulty of them- gd tymes.




Gameplay Trailer
Saturday, December 19, 2009 - 1 comment

I've uploaded a small two minute gameplay trailer of Spuds Quest to Youtube. Obv the video quality's a bit lame. Link here.





 


 

 

 

 

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Hello.jpg by Johnny
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Ice Temple by TheoX
Ice Temple by cathy
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Character Switching by cathy
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Bits & Blobs by TheoX
Bits & Blobs by cathy



 
 


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