Aeges Road, The Time Draweth Nigh
by Greg Tedder · 08/26/2007 (9:27 pm) · 0 comments
Aeges Road is still in hot (probably more of a luke warm) development. It seems like only yesterday I started, the weeks have just flown by and the deadline is drawing near all too fast. This past month has been extremely exciting. Artwork is in process, combat is in process, and path finding is improved and working across multiple isometric levels. So what could be better than this. Having all this done weeks ago. :)
Looking back I can see the mistakes made in time management. Planning did not take off, I started with a fresh new idea and it took months of trial and error work to nail everything down. Most notable of time wasters was the graphics. Another time waster was my original professions list. It was great, but too big. I had to shrink it in order to budget time. In shriking the professions list, I had to redo the skills list as well as the item details. Overall, it seems to be a good call, but only time will tell.
A few things I was really wanting to do is going to have to be hired out or purchased. I am a musician, but I just don't have the time to pull off a quality sound score for the game. If by some chance things change I was be extatic, but I have something else in mind as a fallback. Sound effects are deffinately going to be purchaced, I just can't make a clashing steal sound with my armpit into a computer mic. :-)
So here the project goes into September, and the goal is to finish up all major elements of the script and start on graphics and level design. Here is an update of where the project stands.
Planning: 90%
Rule System: 90%
Character Creation: 80% (Took a serious setback with the profession changes)
Level Up: 50%
Inventory Management: 40%
Character Graphics: 10% (Finally! :-)
Terrain Graphics: 5%
Item Graphics: 0%
Path Finding: 100%
Path Following: 90%
AI: 10% (This was interesting)
Storyline: 20% --> On paper anyway.
Combat: 30%
Level Design: 3% -->
Sound: 5%
Music: 5% --> I have some very low quality scores done
Overall: 39%
Well, talking about it isn't getting it done. :-)
Looking back I can see the mistakes made in time management. Planning did not take off, I started with a fresh new idea and it took months of trial and error work to nail everything down. Most notable of time wasters was the graphics. Another time waster was my original professions list. It was great, but too big. I had to shrink it in order to budget time. In shriking the professions list, I had to redo the skills list as well as the item details. Overall, it seems to be a good call, but only time will tell.
A few things I was really wanting to do is going to have to be hired out or purchased. I am a musician, but I just don't have the time to pull off a quality sound score for the game. If by some chance things change I was be extatic, but I have something else in mind as a fallback. Sound effects are deffinately going to be purchaced, I just can't make a clashing steal sound with my armpit into a computer mic. :-)
So here the project goes into September, and the goal is to finish up all major elements of the script and start on graphics and level design. Here is an update of where the project stands.
Planning: 90%
Rule System: 90%
Character Creation: 80% (Took a serious setback with the profession changes)
Level Up: 50%
Inventory Management: 40%
Character Graphics: 10% (Finally! :-)
Terrain Graphics: 5%
Item Graphics: 0%
Path Finding: 100%
Path Following: 90%
AI: 10% (This was interesting)
Storyline: 20% --> On paper anyway.
Combat: 30%
Level Design: 3% -->
Sound: 5%
Music: 5% --> I have some very low quality scores done
Overall: 39%
Well, talking about it isn't getting it done. :-)
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