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#hairypits #hairygirls #bodyhairissexy #treasuretrails #bodyhairdontcare https://www.instagram.com/p/CPfWz5En7pJ/?utm_medium=tumblr
Ready for a day of exploring... #treasuretrails #hiddengems #boobytraps @jtp_placemaking #jtpontour #keepingitlocal https://www.instagram.com/p/BoisIzkl-5U/?utm_source=ig_tumblr_share&igshid=iqzr44yla26w
From the week of Sep 9-16.
New Content
After like 2 weeks hiatus of not programming and doing other stuff I added new content to Treasure Trails. Previously enchanting was something that I wasn't sure if I wanted to add, but with more contemplating I've decided it was the right thing to do which will be implemented with a few neat features down the road. Currently the way the game is structured each item is an Item object. Nothing more, nothing less. They're all given the same attributes regardless if it's weapon, armor, etcetera. (keeps things simple!) Each item is given an enchantment and the effect of the enchantment is given on creation of that object. I am saving old attributes of that item too so I can easily remove/overwrite the enchantment. I was looking at adding the Decorator Pattern (http://marktruran.net/?page_id=71) but, I fear adding that will just complicate things more. I'm aiming for a concept of creating objects that model real world objects so having an enchantment have an item, vs the item having an enchantment just didn't flow right with me. Hopefully this decision won't hurt me in the long run an I won't have to rewrite it.
Treasure Trail Updates!
So I'm transforming the vision of Treasure Trails into a new game idea. Previously it was going to have a lot of procedural generated content and a load of hack n' slash rouge-like dungeon (or forest) crawling. Now currently the vision is to make it into an open-world RPG. I started a new project because there were a lot of inconsistencies with how I programmed some things, but this doesn't mean I'm rewriting everything. LOOOTS of reusable code. Anyhow currently the state of this game has no copied code and totally new stuff. So far it has different game states, a new graphic component system for UI, map loading and proper clipping for objects. I'm also doing a cool little idea that I totally didn't steal from the development of The Dungeoning (http://www.thedungeoning.com/) which is I'm saving a screen capture of the game every time I close the window. This means I can put a compilation video up of the entire development once it is done. Here are some photos from that:
Would love to hear some thoughts via submission!
New project started!
After some thinking and pros and cons I’ve decided to start up a new game for a few reasons. 1. Because Treasure Trails is going to take a loooong time to finish. 2. Because I’ve learned so much in the past 2 years that I want to put my new skills to use 3. Because I want to finally have a game on the market.
This does NOT mean Treasure Trails is closed.
I’m really inspired to make this new game and so far it’s working fantastically. I’m still using Java, Slick2d, and LWGJL, but this time around I’m REALLY taking advantage of what the new libraries have to offer. So far I just started an hour ago and have the core game on a high level planned out, have all the major game states/transitions added, and I created the api for managing different resolutions. In the future I want this game to be on multiple devices and OS’s so hopefully I can achieve that.
So currently the major game idea is to keep it 2d. It’s going to be a Top-Down, Action shooter that focuses on wave based fighting with major focus on achievements, customization, and unlockable items. I want the replayability factor to be insane in this game and for it to just be ‘stupid fun’.
The current plan is to release this on Windows, Mac, Linux, and possibly associate it with Steam. It should already have multiple controller support then so porting to the Xbox 360/One is going to be a large interest of mine because my main gaming platform of choice is the Xbox One. One reason this game was started is because Treasure Trails is taking so long on development and some might say “If this game is going multi-platform it’s going to take awhile.” While this is mostly true, Treasure Trails is planned to be a full blown RPG and I don’t believe there is a genre that takes longer to develop. There are also a few things in Treasure Trails that I can directly transfer to this new game because they were made in that respect. (Such as the item container system).
Hopefully some solid progress will be made within the coming weeks and I will have something to show for this game. Really excited at what the future holds.