Y Dios ya murió y la ostia es un placebo
Pasto, Colombia
Photo by @elreticente

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Y Dios ya murió y la ostia es un placebo
Pasto, Colombia
Photo by @elreticente
Placebo - Second Sight
“Yes it’s just the second night, but I would bring back knives for you.”
All About Music Poleca: 27 listopada (Tydzień 51)
All About Music Poleca: 27 listopada (Tydzień 51)
Rok zbliża się nieubłaganie do końca. Zobaczcie 5 albumów, które polecamy Wam w tym tygodniu. Mam nadzieję, że trafimy w Wasze gusta. (more…)
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Change of direction with concept
So after a post i put on the games jolt forums (http://gamejolt.com/community/forums/topics/what-to-expect-from-an-rpg-set-in-the-modern-ish-day/4834/#post-33280) I had gained several different and new ideas for my game, which btw it looks like I'm going to call "To the park". As well as new ideas, I gained a better understanding for the components of the RPG genre but i was unsure how to add them to my game and still work with my current concept. It was clear to me that something had to change otherwise I would end up with a game promising to be something it isn't. So the original concept I realize was too lose, to let the player run around and telling people to get to a park to evacuate the town with enemies preforming the riot around them made no sense and gave the player no real sense of direction, it was a bit too open and didn't make any sense at all as an RPG. So now, there will be no story as such, a commanding officer will give the character missions he must complete, but by no means do they have to complete them straight away, leaving the player to explore the open town as well as battle the rioters, collect gear and grind away for xp. This new approach allows me to add so many of the great features suggested in to forum post so I am a happy bunny :)
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Inventory system
Since my last update i have mainly been coming up with an idea for my own inventory system which doesn't need arrays and is simple in concept and in execution.
Without tempting fate, it seems that so far so good, i have so far got a main inventory tab displaying 3 sub-inventories that the player can enter,and when the player selects them, a sub inventory opens on the left hand side of the game. Both of which can open and close appropriately. Essentially, the next step for this this system if to get it to display values. The way i am intending in doing this is as follows:
1-The player walks into the desired object
2-This sets a variable for that object to true (as it is now in the players possession)
3-The variable for the picked up item is then assigned to another variable (item 1-12)
4-By default all of the items will = 0 for easy comparison later on
5-The algorithm will check to see if item 1 is equal to 0, if it isn't, it will move on to item 2 and so on until it runs out of items to test
6-When an item equal to 0 is found it will make it equal to the objects variable which will be a string
7-Finally when the inventory is called into action, it will print each item in the form of a string and if it is equal to 0, it wont print anything.
This will require a lot of code but it seems to be plausible and easy, at least in theory.
Lack of updates
...I can hope that from the lack of updates most of you have assumed that i was rather busy and not just being a lazy bastard. So, since my last update, the whole combat system got redesigned so that now the enemy will behave itself and not throw bricks every half a second in a continuous stream. Moving on from the combat side of things and onto the map, the corner shop has been textured and added as well as the post office. In addition to this a HUD has been introduced showing the current weapon being used, the location of the player in regards to the building or the area in the map, and the amount of health they have left in the form of a health bar. Being a top down game, I realized there had to be some way for players to tell where the door to each building is, so what says "there's a door here" more than a giant(-ish) yellow arrow that moves! :D These arrows will of course disappear when the player enters the building the arrow is outside of. There are only really 2 more notable things and they are that a overview of the map has been added now showing what the map looks like while the screen is loading, this is currently beta and it very rough but gives a good idea to the player of where everything is, there is also a back story added to this. Finally, i have been playing with .INI files recently and have managed to get them to save progress within the game with very little difficulty meaning that the development of the game can move on swiftly. Screen shots will be posted shortly :)
Update
This week has been all about the enemy, making them move, making them stop moving at the right time and so on. By the lack of updates you can guess this was hard graft. I have a little but to do yet. The foundations for the combat system is in place for both the character (completely finished and polished) and the enemy still needs slight tweaking but that shall be done soon enough, i only just finished getting them to attack in the first place without receiving an error! But after this is all done, the first building to be cleared will be textured and should hopefully come to life this time next week if all goes well :)