Studio Kaikimi
Friday, July 16, 2010
Monday, June 14, 2010
Update of updates! hah...
Sorry for the lack of recent updates. Not really been all that much to report.
I've been working on scrapping my old lua scripting system in favor of a custom scripting language called FFScript. The principals are the same, it just helps me keep independent of code written by others. I've been working on some music for the game along with a little bit of concept art. Nothing worth making into official art, but just stuff that paints a better picture for me when I'm designing the worlds and scenes. I've redone the story for the beginning in the demo too, so more or less I've been working on a multitude of things to get myself ready for releasing a playable demo to you all. You all shall see the fruits of my labor soon enough. :)
Sample Sketch:
Monday, May 10, 2010
Long needed update...
Well, Now I'm finally adding in some scripting for npcs with the new lua engine and things are going pretty smoothly. I'm hoping to have the dialog engine complete in full by the end of this week. After all my dialog work is done though, just to test it out, I might just make a little cut scene, just to mess around with lua some more.After that's done I'm going to start work on the inventory/menu system. that shouldn't be much trouble after all my experience with working with sorting and storing arrays in the level editor. After that I'd say it's onto working on more tiles/sprites.
On the level editor side of things, I've added in a feature to tile the tiles using the cursor to select an area to fill in with that specific tile.(think of the box tool in paint). This saves me loads of time, as i was just tiling one tile at a time before :I
Things are progressing along pretty smoothly it seems :3
Thursday, March 25, 2010
Level editor beta 1
Well I am happy to announce that the FrostFire level editor is finally reached it's first complete beta!
Any further changes to the level editor will be purely on an "add-on" basis.
You may be asking "What does this mean?"
It means I can finally move on to designing levels, spriting npcs, making background objects, and generally just umm... designing the game!
You can expect a lot of progress posts from this point forward, because it's smoooooooth sailing now. :D
Wednesday, January 27, 2010
Level editor!
Hello everyone! long time no post....
Currently I'm working on Frostfire's level editor more than i am on the actual mechanics of the game.
I'm looking to have as much of the actual game development as i can outside of GM.
Basically the actual .exe will be a compiler for all of my stuff.
Currently I have...
+ all of the sprites external
+ all of the dialog files external
+ all of the music external
+ all of the sfx external
+ an entity system that creates objects and whatnot within the game all from common parent classes
what I'm working on adding
+ having tilesets external (done, just not implemented into the main engine)
+ having all the levels external
+ having the ability to create entities (players, npcs, enemies, bosses, cutscenes, items) in the game via an external scripting environment (GMLua)
The advantage to all of this is that I can have a good ground work to develop the game with. This will speed up the process a lot. Not to mention I will have a fully functional engine to make other games with, including sequels. It also allows players to create their own content and their own mods via the level editor and the open scripting environment. Which should keep people busy after I release the first demo and give me time to work on finishing the game.
I hope to post more updates to you all soon.