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Showing posts from 2016

Operation Lowered Expectation: Complete

And. . . we're back.  Sorry for the. . . you know what, no.  I am not sorry for the delay.  I'm an indy developer on an indy budget with indy resources.  Guess what, shit happens. So here's the build; http://www.fightabase.com/ss/rr062016.zip (unzip with paths intact, run rr.exe) New Stuff (that I admittedly did not document well): -There's an actual game flow now.  The game starts (and ends) with a character select now.  Press escape to end the cycle.  Have fun with that. -Events were tweaked to work.  Dog summoning, increased rainfall, maybe something else. . . -Letter box added to UI because lets face it, some of these backgrounds are not 480px tall. -Health is now reflected in the letter box, the redder it gets the deader you get. -Enemy life bars have been relocated and tweaked accordingly. -RIOT bar got a looks tweak, it would be finished but you guys wanted this build before next week didn't you? -TONS of new animations....

It's not that I don't want to update

Far from it, in fact.  The reality is I feel a tremendous amount of pressure on saturday nights after the kids down, beer in hand, pounding on the keyboard to try and get whatever I'm working on to a satisfactory functional level.  It's the reason why real devs never put out demos and when they do its a 9 month old build that plays nothing like the final product (which will probably be released in beta anyway).  Because builds are hard.  Leaving the game crippled all the time is hella demoralizing, but its the fastest way to add stuff to it or more importantly debug it.  Interrupting that process to wrap a bow on it and zip it up and upload it is tremendously jarring.  Way more so than I had thought going in to this. But that's the way it is.  That's how you get the people interested and keep them there.  I'm not about to start a twitter so without further ado, here's today's build; _ERROR_ERROR_BLUE_SCREEN_OF_DEATH_!!!_ yeah, that was mean....

That last build sucked

You could say I'm back on my grind.  The reality is I'm running out of super hard things to do.  As the engine grows and becomes more capable, I get to do more game design and game design is fun.  So easy things that are fun happen more often than others.  http://www.fightabase.com/ss/rr050116.zip (install: unzip it with paths intact, run rr.exe) Combat hasn't actually changed, so just re-read the last post if you want to know how to play.  Things have been tweaked (and some fun new glitches incurred) but no new moves or anything are done. What is actually new: A couple new Ronin to kill, good luck finding them. Enemies can summon other enemies. Dialogue - Still super buggy and kind of ugly Events - This game has a lot of features, huh. Fear not, next major milestone is an actual editor / viewer for my data files.  Whether anyone but me ever sees it I haven't decided, but once I have it animations should start rolling off the assembly line....

It's still Sunday here.

Actually I was "done" hours ago, but I elected to shove a couple more lines of code in there, fix floors and tragically make the ai dumber.  Whatever, here it is; http://www.fightabase.com/ss/rr042416.zip (install: unzip it with paths intact, run rr.exe) A = Speed, chain them together to build combos S = Power, causes knockdowns and dismemberment. A+S = RIOT, fill your RIOT meter then unleash the ultimate attack. D = Defense, they're not attacking again so I guess this is a taunt. X = Jump. The clever will find ways to link these things together and make huge deadly combos, the boring will wait until its more of a game with less glitches.  As RIOT builds, so does your speed and damage.  When its full, you can use the RIOT attack.  RIOT bleeds once you get boring again, but if you cap it you'll bank the attack until you decide to use it. New Stuff: A UI.  Fonts, names, and life bars.  Know what you're doing!  Does anyone have any cool fo...

Titles are hard, development is even harder.

It's no secret.  Development is hardly a science.  You wake up in the morning and say today I'm going to finish this, or you sit down on the john thinking about how this will work as soon as you're done, or maybe its just a casual conversation that helps you puzzle through a bug.  You go in with the best intentions, but when you can get in front of the compiler, IF you can.  It may not go that way. If development is your job, your life, or even your number one hobby, its not a huge deal; You'll be back.  But if not, well, it can be very frustrating to burn your only free development hours spinning your wheels.  Writing a big dopey section of your website that doesn't work sucks.  And it makes you want to quit.  And you do.  But you have to come back.  I do anyway.  So here I am. A lots happened in the weeks (jesus, has it been weeks?) since my last post.  Unfortunately very little of it had to do with code or writing or any...

Development marches on

I'd like to blog more as a way of keeping my thoughts ordered and what not, but the reality is that time spent blogging is (typically) time better spent dev'ing.  I do want to do it though, so maybe I'll find a place to add it into my schedule.  In the interim, the whole sunday stopping point seems to be working out okay for Fight-A-Base so it might also serve as a passable Riot / blogging day as well, at least until more people take note.  In any event, I have another build of RR to share; http://www.fightabase.com/ss/rr031316.zip (install: unzip it with paths intact, run rr.exe) I built this one with more of its dependencies included and I tested this on a few more computers, unfortunately all of them are set up for development so its possible this may still be a bust for regular people.  If you can't run it, let me know and I will actually troubleshoot because I'll never get famous if nobody can play my masterpiece. So what's new?  Everything since...

Ronin Riot; First Public Build

It goes without saying that I'll never make a red cent on Ronin Riot, so there's really no reason to keep it behind closed doors.  As such, I will be distributing it via this blog with whatever frequency development facilitates.  Here's the link; http://www.fightabase.com/ss/rr030416.zip Installation Notes:  Don't try to be cute and run it in the zip or you're gonna have a bad time.  Unzip it somewhere neutral with paths intact, and just run rr.exe to get it going. This is not optimized for size, speed, or even really tested outside of my dev environment so if it doesn't run for you, well it just might not right now.  It absolutely requires DirectX 9 (but who doesn't have that by now) and I can confirm it runs on Windows 7 x64 boxes and should be relatively devoid of memory leaks. Otherwise, it is still SUPER rough around the edges.  I won't bother reporting on everything that needs touching up cause everything does.  Seriously, don't mention...

Return of the Ronin

Starting a new project today.  Well, not a new project.  Resurrecting an old project.  Ronin Riot, which was once a narrative driven beat'em up.  Now its . . well, I guess the kids call them roguelikes but its a randomly generated thing, which is kinda hard to explain. For the time being, the immediate goal is to make a single background, that scrolls and spawns enemies and you just keep killing them. I dunno, we'll see if I keep blogging. Oh, and I'm working on FIght-A-Base and Bloxing. And my book, but that has no place here. Also, I miss CBAS.