Monday, March 30, 2015

Jon's hairy chest

There are chests in this game. They don't really contain items, they have apples in them. By touching them, you get a number of apples. They are programmed just like enemies, they just have 1 hp, don't attack or move. So you open them by attacking them. Just like in Monster Bash. Oh and about those tiles, they are actually randomly picked from about 13 black tiles. I'm planning on implementing this randomizing tiles system in more types of tiles, so maybe in a perfect future, battles will look different each time you play them (not play different, just look different, I'm not that cool to make procedural levels).

Next update on 1st of April

Friday, March 27, 2015

I am back!

Guess who's back! Hell yeah! I can go back to the development of  Point and ech I have no idea what to call this game. New this week:

What in bloody shoddy sod gods are those poorly drawn things on the right, you may ask. Well, those are doors, in a sense. They are solid and you can't go through them. In some battles, you absolutely must kill all the enemies before these "doors" are destroyed. This is made so that players couldn't be able to bypass any of the enemies of this game, because if they do, that means the players won't have the items required to beat that battle layout, and the areas that come after that battles are designed around the player having those items. And the players that bypassed the required items and enemies can be potentially fucked.

Now, if you for some reason need to grind Apples in battles, that may get tedious, as not all enemies get as much reward per the speed of them dying, and this system can get tedious. That's why I'll try my hardest to design my battles around both the times you need to grind through them and around actually conquering them for the first time. But for now, Towel Mountains gets this.

Tuesday, March 24, 2015

Marinated sausages

There's a chance that I might get my computer to work tomorrow. Until then, happy birthday, Jon.


Saturday, March 21, 2015

Not so sorry

I'm having severe technical difficulties. I couldn't do anything with the game these 3 days, and I have no idea how long this will continue.

Wednesday, March 18, 2015

Sorry

The Dinosity Ruins has 2 unique types of enemies:
For a lack of better terminology and imagination, this thing's gonna be called Blob for now. It's fast, and it has better strength than any other enemy, which gives it more health and damage. But it's not as strong as the other enemy..
These are Dinosity Cavemen. They were called the same thing in Dinocity too, so don't blame me. They aren't as fast, but they have a lot of hp, deal a lot of damage and there's a lot of them, so if you plan on visiting the area, you must be much more heavily prepared than how you were prepared for Towel Mountains or Smite Plains.

Also, this blog is now officially 2 months and 1 day old! *music of celebration*

Sunday, March 15, 2015

some random ruins of an ancient civisliszation, never heard that one before

RuinsDinosity is a new battle layout. It has this grass in it. It's half transparent, and you can walk through it, and it's purely cosmetical. But it looks cool when you walk through it, I guess.

Thursday, March 12, 2015

*Witty joke involving bottles and plagiarism*

There is now a new item: a bucket!












Well, how do you use a bucket? Right now, you can use it to store chocolate milk in it, from the Chocolate Milk river.



(sorry for the glitch in the first screenshot, I'll fix it later) But, just using a bucket on the Chocolate river won't do anything. Instead..

The health potion requires a bucket and 50 apples to make, and it takes up the bucket, so you can't brew multiple potions from 1 bucket. You will be able to get multiple buckets on your journey. The potion heals you during combat, and it can also overheal!
The bucket will have more things to store in it later on, not just potions. Next update, you will probably see more of Dinosity. 

Tuesday, March 10, 2015

Pro.

I've made a new video, it showcases a more immersive way of exploring the world.

Friday, March 6, 2015

JonTron: The Game, now inspired by Nightshade!


Before, presenting items was only used in specific layouts. It was like a button, or a drop down list, or any interactive item. The PresentItem object was removed... and now, it's a new menu option!
When pressing the U button, a grid displaying all your items is created, all the other objects become half transparent, and you can't go to other layouts, so that you don't do that accidentally when using an item. You use items by clicking on them. 

Now I know what you're probably thinking.

 "What's the fucking difference?" - Jacques Armani

Well, with the menu, you can use items at any time, anywhere, and not just at some specific times. Which means, it will give me more room with battling situations and the point and click part of the game. It will be easier to program one use only combat items, like potions and bombs or something, do stuff like keys, giving letters to old guys, just straight up giving things, and it will give me a lot more literal space in the layouts where the PresentItem object would be used.

Hey, now it can be called point and clichk, not a slooooooow scroll over there. Keep going. Keep going.

Monday, March 2, 2015

The riddles are stupid, what do?!?!??

The riddles are almost unintelligible. If you can't figure them out, what can you do? Well, you can approach Forry, give him a strategy guide of this game.
For a price, he will give you the parts of the translation of the guide that you need, per riddle. 

Fuck, I posted the update 1 day earlier than I should have! Just to keep up with the schedule, I'll post the next update in 4 days instead of 3, on Marth 6th.