WHOA! I'M BACK?!
Well, right now BladeSong is officially bug-free.
I haven’t posted in a long time and with good reason. I’m away this year to grow and learn but that’s not the only way in which this year has been tough. Earlier in the year my rental car was broken into and the thief tossed my bag onto the ground. Thankfully, the police responded in time with thanks in addition to the great citizens who noticed something wrong, but unfortunately my laptop on which I build the game was pretty badly damaged and now the fan is not working. I can only work for short periods of time due to this to prevent overheating and frying my CPU. I even rarely go on the internet anymore. I’m like a hermit.
Anyways, let’s talk a titch about the game.
It’s been a long, long time since I talked about just WHAT IS GOING ON and posted about my logic in building the game. I’ll try to get as much logic as possible down but honestly I’m really tired and don’t know if I have the mental capacity to write it down. But I’ll certainly try.
So, I’m coming along on the story. Honestly, this game has gone through so many changes in name and story these days it seems the only thing consistent is the fact that I plan on naming the series BladeSong.
This story takes place in a land called Faisches (yes, we moved out of Teocra and… Kenda?), a country based on France. I don’t want to say anything more on that, but I’m working hard on flattening out the plot and the environment and it’s all really coming out nicely. I wrote a pantheon and the game is going to be pretty damn expansive and immersive. I hope.
The system itself is going pretty amazingly well. I’ll toss in some pictures here:
The first picture you’ll see is a dark-skinned character randomly generated into the character creation system. Is this significant? YES! Before now, the range of skin colours I was using in the randomizer was, unfortunately, kinda racist and would not allow anything beyond light-skinned to nearly pink. I was always looking to fix this but couldn’t find the right code to mix colours until now.
To get an idea, the broken code:
make_color_rgb(floor(random(255-231))+231,floor(random(216-164))+164,floor(random(165-102))+102);
The fixed code:
col=make_color_rgb(floor(random(255-231))+231,floor(random(216-164))+164,floor(random(165-102))+102);
return merge_color(col,c_black,random(0.9))
The second picture you’ll see is a whole whack of things. You got me being attacked by a Vanguard, who will guard cities from… well, you. You have an Ursa to the side lumbering around, that bear-thing with the tail. The giant lynx is called a Srileo.
You should also notice the person near me. That is a randomly-generated civilian. All of her clothes are randomly generated specifically for her gender, as is her hair and skin colour.
The creatures at the bottom are (checks notes) Timonars, and they are designed as lower-level monsters.
Notice the birds! There are two types of birds right now, the Proigiex (the little pigeon-things, which in gameplay waddle around at random) and the Pratian Garzaks, a species of Garzak bird (we had another species of Garzak birds as enemies in the original Game X). Both fly away when you approach them. They ask what the distance is to the player and to all monsters in the room and if any of those variables are less than 30, a sprite of a flying bird is sent up in a random direction (e.g. x+=0.5 or x-=0.5) and when the sprite reaches the top of the screen the object itself deletes itself.
You may also notice weird things, like the blue circle beneath all monsters and the black square on the left of the screen. The blue dots are markers for bug-testing the monster identification list, which I mention below that I will discuss in detail later, and the black square is actually four base monsters (as in, the parent from which all other monsters are built on). These should all be gone by the next time I post an update!
Things you cannot see here are the combat mechanisms and the monster ID list. Both are HUGELY important and I put a HUGE amount of work into them so I think it’s best if I wait until I am less exhausted to post about them.
Bows work really, really well, except for the fact that they don’t tilt when they aim (yet) and honestly, swords work even better. Playing around with these and kicking monster butt is quite fun!
Anyways, there you go. A quick little update on the game with pictures. There are more features to be seen like going through doorways into rooms and a brand-new text box system I wrote myself that I will post about later. And maybe, who knows? I can showcase some of the new armours?
Anyways, I'm pooped and I'm out. Tell me what you think of the pretty pictures and the crazy new work I've put into the game. Suggestions? Anything you want to hear about? I'll be (pretty) happy to oblige!
Night, all!













