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Report RSS Progress report - Ruins of Endoth

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Hi again my little 'still non-existent' readers!

I thought I'd just post a little update on progress for RoE.

FIrst of all, I posted the 1.3 Combat Demo on the 25th of March, and just getting to that point was around 8 months of working every evening into dreaded 3-4 am territory, where you *know* you're gonna feel like shit all the next day...
However, you do it because you're excited to see this...creation forming in front of you (warts and all).

Anyway, since releasing that I had a little break for a week or two to recharge for the final push to Alpha, Beta and A Gold/Release version.

Now I'm back working on it, and the first port of call is to add some variation to the names of loot, based on the attributes they have. This will make loot more unique and fun.
The approach I'm taking allows the names to be split into three descriptive words. So for example if you find a magic longsword that has a STRENGTH, MELEE and DEFENCE bonus on it, it may be called:
"POWERFUL Longsword OF SLICING SHIELD" or "HULKING Longsword OF BASHING FORTRESS" and so on, with as many randomised words as I want to match the skill bonuses it gives.
It's not an ideal system, and it the variation won't be quite as unique and nuanced as I'd liked but they key is - it's achievable. I designed some systems on paper that when it came to implementing them, were just too complex and I ran the risk of spending many, many evenings trying it out and then days/weeks later finding out I have to revert the change due to unforeseen problems.

This is the reason why when playing RoE, there are many criticisms that can reasonably be levelled at the game mechanics. Ways to streamline actions, more functionality or skills, more variation in AI behaviour etc. Now these are all valid and things I have already identified many myself, but this is where the difficult choices are. I have to pick things which I know I can achieve. Don't get me wrong, I am not averse to getting my hands dirty spending potentially weeks defining and implementing a system, but I rate everything by a RISK value. Sometimes I have an idea, I run with it and quickly realise I cannot safely take it to completion, and other times I think the bang-for-my-buck so to speak will be very high and although a lot of work, that particular feature will add a lot and I think it's within my skill level. Then I will add it.

There are still many things that I cannot do, or cannot do well. I know that if a coding professional looked at my code in RoE they would point out ten thousand things I am doing wrong, or can structure better or more efficiently etc. I know this, and I refuse to let it deter me from my path. I am not striving for perfection here.
I want to make a fun little game to get the company name out there. I want that game to be a game I would play. I want the game to get finished. I want to sell the game and make at least a few quid, mainly to help with my impending fatherhood!

Please, if you get the time go to the Greenlight page and vote a nice big YES for me - and I promise the game at the end will at least be fun, the product of passion, hard-work and lots of thought!

Thanks,
Daz

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