Skip to main content

Sandbox RPG Project - Master Page


[Week #1]

Sandbox RPG Week #1 - Project Planning

Here we start by writing down all teh expectations of this project and all the mini goals to strive for.


[Week #2]

Sandbox RPG Week #2 - Creating a Battle System & UI

Time to fight and making UI that the player can interact with.


[Week #3]

Sandbox RPG Week #3 - Adding Stats

Numbers time! Adding stats to the background elements of each character along with working out damage calculations.


[Week #4]

Sandbox RPG Week #4 - Attack Command

Kill Kill Kill! This week programming an action that responds to the players inputs.


[Week #5]

Sandbox RPG #5 - Magic Command

Sparkles! Much like the Attack Command it's time to add another set of actions but with a few additional changes to behave more like other RPG's.


[Week #6]

Sandbox RPG Week #6 - Using Items

What's this thing? With two sets of actions for the characters to perform it's time to let them spend the consumables hiding inside the player's pockets.


[Week #7]

Sandbox RPG Week #7 - Stat Corridor

With the battle system done we now need a place where the player can acquire any upgrades or items they may find useful in battle.


[Week #8]

Sandbox RPG Week #8 - Overworld Mode

After equipping the player with upgrades and items I can now place them in a hostile environment which can trigger that battle sequence I programmed earlier.


Comments

Popular posts from this blog

Guest Lecture #1 - 21/09/2022 - Secret Mode

Guest - Joshua Garrity, Head Game Scout at Secret Mode Guest Bio Joshua started as a product Manager in the marketing department. Joshua was in charge of digital publishing for Fireshine. Attending public events like Gamescom not only allowed him to network his way into the position as Head Scout at Secret Mode but is also a method he uses to accomplish his job by seeing new indie projects in beta stages at these events. Takeaway #1 – How to Pitch my projects Scouts and Studio CEOs will be travelling often and walking around both Hotels and event centers, so  you  need to be able to pitch your project anywhere at any time. This means your presentation needs to be smooth, quick, and confident, when talking with scouts, CEO, or other representatives you need to answer their questions (without checking notes) and speak honestly about what your team has done and what it will cost for your studio team to do more. Takeaway #2 – What Do Game Scouts Get Up to Game Scouts in their day-...

Guest Lecture #4 - 19/10/2022 - 10:10 Games

  1st Guest Bio - Bart Kosciolek, Junior Animator @ 10:10 Games Jfjdiejdjd 2nd Guest Bio - Reece Hewitson, Junior Games Developer @ 10:10 Games skdjalskjdlkasjd Takeaway #1 - Determination As an applicant trying to get into the industry I will be rejected many times due not being the correct fit for studios I am applying for, be it not enough experience or not the correct style of work for how the studio does things. I need to not let this deter me.  Takeaway #2 - Networking The video games industry is still very young (in business terms/years) and still very small (in one sense), while a single title is a product of many peoples work all put together those people often split after projects have been finished and they will end up working on other projects at other studios and this results in "everyone knows everybody" where you can say a name in conversation with a new co-worker and they'll reply with "oh yeah I know (name) I've worked with them on this project. ...

Guest Lecture #2 - 05/10/2022 - Rebellion Games

  Guest - Peter Dimitrov, Environment Artist @ Rebellion Games Guest Bio Peter enlightened us and told us his day-to-day while he worked on the 1st DLC project for Sniper Elite 5, as a environment artist Peter worked with another level designer to develop and refine the flooded map level that the 2 of them had been assigned to.  Takeaway #1 - Working with limitations      Both Peter and his co-worker had to stick to a schedule where sections of the map needed to be                   done to a specific deadline, the white box version needed to be done within a certain time limit,                   changes could not be made once the art pass had started, the map needed to include certain features like      ditches and a spot for a supply train to run through. The map itself went under many changes before         ...