Last Ancient -- Battle system prototyping
by Griffin Knodle · 09/04/2007 (11:54 pm) · 0 comments
Here's the August update for Last Ancient. I've been working on prototyping the battle system. (I was hoping to have it done for this update, but didn't make it.) So far it's got a player and waves of enemies fighting each other. The player makes sword attacks and casts a flame spell. The enemies (yellow, fanged fluffballs ... I like how that placeholder art came out) move towards you, pausing periodically, and occasionally make a long pause then a fast lunge. (I was proud of that. It came out surprisingly fun for a quick hack.) Player and enemies get knocked back when hit. Player has a brief wait period after each action (trying to avoid button-mashing gameplay). So it's got most everything I want to try out, just needs special attacks and a bit more on the magic system.
I've often found myself unsure of how to do what I want to do in TGB, and worse, unsure of where to look for the answer. The tutorials I've seen so far are all good but pretty basic. The reference documentation is pretty overwhelming. I probably need to spend more time on the forums.
My goal for the next month is to finish prototyping the battle system and get the real game semi-playable through an intoductory area (probably with mostly placeholder content). I'm behind my schedule, so that latter part may well have to slip, but I'm going to try to catch up.
Weekly Development Blog posts from last month:
5. Planning
6. Various improvements to prototype
7. GUIs, stat display
8. Wait time, knock-back
9. Magic system
I've often found myself unsure of how to do what I want to do in TGB, and worse, unsure of where to look for the answer. The tutorials I've seen so far are all good but pretty basic. The reference documentation is pretty overwhelming. I probably need to spend more time on the forums.
My goal for the next month is to finish prototyping the battle system and get the real game semi-playable through an intoductory area (probably with mostly placeholder content). I'm behind my schedule, so that latter part may well have to slip, but I'm going to try to catch up.
Weekly Development Blog posts from last month:
5. Planning
6. Various improvements to prototype
7. GUIs, stat display
8. Wait time, knock-back
9. Magic system
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