Well, it looks like the busy season is kicking in early at work this year. I'll try to squeeze in a bit of work when I can but there probably won't be many updates until things slow down at the end of the year.
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@ryuzach
Well, it looks like the busy season is kicking in early at work this year. I'll try to squeeze in a bit of work when I can but there probably won't be many updates until things slow down at the end of the year.
Devtober Post-Mortem
So it took me a while longer than I expected to get my thoughts together, and a bit longer than that to actually get some time to type them out!
Before I get into it I should explain real quick, Devtober is an event where devs spend the month of October focusing on steady progress and regular updates for a project in order to develop better habits, break bad ones, and generally just get into a good pattern for working. I had hoped to join in last year but things kind of fell through and I wasn’t able to so I jumped at the chance to do it this time around.
Up till now I’ve kinda been absent online for a while, between crazy hours at work and side jobs I kinda let things get away from me for a while. For a while now I’ve been working on a bit of a long-term project with my teammate sbq92, it’s something we’ve been slowly building up for a long while now so we didn’t want to try and rush into it for Devtober. Instead we considered a few different ideas and landed on one we thought could reuse some of our existing code and be a bit more doable.
The funny thing is though that I kinda just jumped right into it, and this is actually the first time I’ve covered the idea in detail!
The Idea
So, the game is tentatively called Arena Quest, and our idea was to do a bite sized RPG that centered around monster battling. The general idea is that the player is a Tamer working their way up the ranks in an arena through 1v1 monster battles. We’ve got a pretty solid idea of how big the game is and while it won’t be very long we’re hoping that it has some nice replayability. I’ll be covering things in a bit more detail as the features are done though.
For now, let’s get on with it!
What worked?
To-Do Lists, Planning, and Trello
Now I’ve always been big on planning ahead, I have way more notes than I can handle half the time and I usually just get lost in it. So rather than ending up with some endlessly long checklist I tried to push myself to use Trello more. I’ve used it in the past but up till now it always felt like too much work compared to the results, or I’d just forget to update it at all.
For October I decided early on that I wanted to use it more and I actively worked on keeping it updated. It made a huge difference in keeping my thoughts a lot more organized and giving me a good way to jump back into work every day. I’d set myself a goal every day of finishing at least one task and I’d just look for the easiest one each time, a quick bug fix, some polish on a finished feature, whatever. By the time I finished it’d usually feel like a waste to stop with just that and I’d really get into things, it was a great way to motivate myself to get more done, and even if I stopped after that first task it was still progress.
Limiting The Scope
This is something we talked about right from the start, unlike with some of my personal projects we set ourselves some hard limits on exactly how much we wanted in the game right away. Usually when I work on a project I start with one big mechanic and just expand out from there and end up dealing with feature creep, where it’s always just one more little feature until you end up with a project that never ends.
Obviously limiting features means less work in the code, but one thing I hadn’t considered is how much it helps with the features you do include. When you have a set guideline for what the game will handle you don’t have to plan for every outcome, there’s no “What if I want to do this later?” or “Should I futureproof this?”.
You just make what you know you’ll need, which lead me to something I’m surprised I ended up doing, hardcoding features. In the past I’ve avoided hardcoding as much as I can, if I could absorb something into another system I would. But doing that has just led to more and more vague “systems” for handling things that are eventually too much of a mess to work with. Throughout the month I found myself doing it here and there in small bits, rather than bending some existing code to support something I’m only gonna do once I just used some clean new code to handle it, and it went great!
What didn’t?
Not Planning
Kinda funny to see planning both as something that went right and something that went wrong. When it came to handling code and making progress my planning helped a lot, but one thing I didn’t do as much was come up with a plan of action for the project in general.
For most of the month I was jumping from feature to feature with no real order in mind. Sometimes I’d get halfway through setting something up only to realize I needed another system in place to finish it. You can imagine the complete mess involved with debugging two different pieces of code at once since one relies on the other to be finished.
Early on in the month it wasn’t too bad, I was importing my systems from my other project, trimming them down to what was needed and making sure to finish anything that had been left incomplete. But as I got into new territory my priorities were a mess, half the time I just tried to work on stuff that would have nice visual results I could show off.
Not making long term plans for what I’d be doing was probably my biggest mistake and the one I’m the most set on taking care of first.
Focusing too much on the "engine”
This is something that’s been an issue for me for a while, despite regularly seeing other devs fall into it and knowing that it’s a common problem. Like I mentioned above I’ve always liked to expand my systems to handle a lot of different stuff, whenever I can I try to bend my code to support new features.
Which in itself isn’t a huge problem, but the problem comes when you try to expand what something can handle to account for new stuff constantly. Or even worse, when you try to account for all of it right from the start by building a framework that can handle anything you through at it.
Early in the month I saw some other devs talking about this and they had a pretty good rule. The first couple times you need to do something, just code it, don’t bother trying to plan ahead or making some complex system to handle it. If it comes up a third time then you know it’s worth some reusable code, and by then you know the types of issues you’ll run into and what you need to plan for.
Whenever I tried to plan out this great new system that could handle all my problems it just became an endless loop of over-engineering it for problems I might not even have.
What’s next?
Well, there’s probably more I can get into but I think that’s more than enough for now!
Anyway, looking forward my biggest goal is to make a long-term plan and make use of what I’ve learned over the month. I need to decide which features take priority and the order to do them.
When it comes to development of the game my main focus going forward is to finish the core gameplay loop: Getting monsters > Fighting battles > Increasing your rank.
Devtober ended up as a really productive month and pushed me through a lot of features I had been struggling to finish in my other project. I learned a lot about how I can avoid some of the issues I ran into that I’m hoping I can apply as I keep going.
Arena Quest still has a little while to go, we had privately hoped to have a demo ready for the end of the month but I guess that was a bit too ambitious given how busy I am with work. We still plan on finishing and releasing it though so look forward to continued updates!
[Devtober Day 27-31!]
It’s the last day of Devtober!
I’ve been having a pretty crazy week at work but I managed to get some progress to show for the last day at least, I finally got learning skills set up!
It took way longer than I’d like, I’ve been working on it a tiny bit every night this week before bed. Unfortunately that meant having to cut things short a lot to get to bed so I kept losing my place the next time I started up.
First I forgot to finish the script to actually add the skills to the character, then I realized I hadn’t added them to the battle menu, and finally after I was all ready to test I loaded up the game only to realize that I only knew Heal and Antidote so I couldn’t even level up to test it!
It’s nice to have it working though, the new skills still need to be added to the level up screen but that’s (theoretically) easy.
Anyway, Devtober might be over but I’m still hoping to keep up with daily dev work, even if it’s something as simple as fixing a bug it’ll be nice to keep the streak going. I’ll be doing a post mortem on Devtober sometime this weekend, it’s been a pretty interesting month!
Did a bit of pumpkin carving to help decorate for a Halloween party!
[Devtober Day 25-26]
Got gaining EXP and leveling in! Leveling was surprisingly easy in the end, most of the work was trying to find a decent way to display the previous stats, gains, and new stats without a bunch of clutter in the code. It could still use some smoothing out down the line but at least it works!
I also added a little polish to the way the different bars fill and empty, now it’s a bit more gradual instead of instant. I’d like to make the speed dependent on how big the change is but with the way it’s set up I’m still not sure the best way to do it.
[Devtober Day 21-24]
Missed a few days on here but I made some progress!
I’ve been working on the battle results screen for the past few days and finally got it worked out. It might not look like much but there’s a lot going on in the background, a lot of the battle system code relies on having access to the data for each combatant so I have to cleanly remove defeated characters without upsetting anything. I also have code in place to pool together the EXP, gold, and items from each defeated enemy to be rewarded at the results screen.
Next up I’ll be adding a bit more detail, showing the character what they got, applying EXP, and handling level ups.
I also added a quick simple damage indicator, I have some plans in mind for a more detailed one but it’s not too high of a priority.
[Devtober Day 19-20]
Here’s the new and improved battle screen!
There’s still a few rough bits here and there but it’ll get cleaned and polished over time, right now I just wanted to get the basics out of the way. I’ve been working a lot on bugs and code so it’s was a nice break to do something visual.
The look isn’t quite set in stone but I think it’s a good start.
My next goal is to get the results screen up and running, which means leveling up and getting gold!
[Devtober Day 18]
Just worked on cleaning up some old systems today, got saving/loading up and running without too much trouble. I still need to get it to save your items and levels but that should be pretty easy to add now that it’s all set up.
I also have some mouse controls, though they’re a lot slower than I’d like because of the way my menu system works. Might work on them more later but for now I’ll be getting back to some proper work on gameplay stuff this weekend!
[Devtober Day 15-17]
Didn’t get around to posting here yesterday but there wasn’t anything to show, just a bunch of background work again.
Today isn’t too much different, though I did add a quick setting for changing the battle speed. I also never got around to posting my rough settings menu before so here’s a look at that!
Everything works except for the Frame settings which would change the look of the interface, but that’s just because there aren’t any other frame styles to switch to yet.
[Devtober Day 14]
Took a break from code today to do some tile work. I’m working out the basics for the main hub room and filling in tiles as I go.
Some of them are still a bit rough as I decide what direction I want to go with things, but I think it’s coming along alright so far.
Next up is tiling the walls and cleaning things up a bit!
[Devtober Day 13]
Made some great progress today!
I managed to finish up all the stuff I started yesterday so I’ve got recoil damage for skills, elemental weakness/resistance, accuracy and evasion calculations, and a bit of minor damage variance to mix things up.
The battle system is coming along pretty well so I might take a bit of a break from mechanical stuff soon and start working on visuals like proper monster designs and a revamped battle screen.
[Devtober Day 12]
Made some nice progress today, nothing overly visual to show unfortunately. I reworked my action script a little bit so it would be usable anywhere instead of just in battle so I should have overworld skills/items set up pretty soon.
Besides that I got a bit distracted working on some notes I had left in the code for where to add support for various things, I got a bit of setup done on things like recoil damage and elemental damage/resistance as well simplifying some of my other code a bit.
Anyway, since I didn’t get much worth showing done in the code here’s a quick teaser of what I’ve been working on for a proper battle screen!
[Devtober Day 11]
Had a crazy 12 hour shift at work today so not much to show, just a quick start to the results screen for now.
Planning to get back to the skills and items again tomorrow and sort out experience and gold from battle after that.
[Devtober Day 10]
Got a few features done today, now you can throw a bomb at an enemy, heal them, and run!
Items didn’t quite go as expected. Surprisingly enough a few of my untested item management scripts worked without any issues, but the parts I thought would work ended up having some syntax errors that took me longer then I’d like to find..
Healing required pretty much no work aside from an extra line to make sure you can’t heal past the max health. All I do is give healing actions a negative ‘power’ and a formula that skips damage calculation and the battle system handles the rest.
Next up I’ll be working on skills and items on the overworld, which should mostly just come down to dropping in a menu layer for targeting allies. After that I’ll be working on some proper win/loss states for battles!
[Devtober Day 09]
Pretty slow day today, had a really late day at work so i mostly just messed around with damage formulas. At least I do more than 1 damage at a time now, plus I’ve got critical hits going which deal double damage!
My next goal is to set up item use in battle and hopefully get skills and items working outside of battle as well. Since items use pretty similar data to skills it should just come down to removing one from the inventory with each use.
[Devtober Day 07-08]
Forgot to post over here yesterday, there wasn’t much to show but you can see day seven over on my Twitter.
As for today, I’ve got some proper gameplay going! Nothing really major but it’s nice to be able to actually finish a battle. At the moment I’m still testing a lot of how the system handles things to plan ahead for other features so things might still be a little slow until I’ve got a solid handle on the system.
For now I’ll be working out the kinks in the system as my teammate puts together some proper formulas for stat growth and damage calculations so battles are a bit more interesting.
[Devtober Day 06]
Got a rough look at our main hub today!
My teammate has been working on some drafts for the main hub of our game using some FF4 tiles as placeholders, it’s coming along pretty well so far! Once we get the core mechanics settled we’ll be redoing it all in our own style but graphics are kinda low priority for now.
As for me, I’m still working on the core battle systems. I haven’t had as much time as I’d like on it today since I’ve been trying to simplify stat checking and comparisons with a few new scripts. Should be back to it soon though!