Spent more than 8 hours. Oh well. You tend to have major code rushes at the start of a new project.
- Blarg PyGame. Blarg Pngs. Blarg transparency.
- Not pixel perfect.
- Reusing old code for the engine.
- Render order.
- Nicer looking tiles. Pause screen.
- Major Rewrite of grid layering. Instead of a different surface for each tile/layer, blit each cell to a single surface.
- Player Spritesheet and render player.
- Player can move with keyboard input. Fancy selection hover effect.
- Simple pathfinding that incoperates height.
- Fixing up movement from pathfinding. Move the camera as player moves.
- Working on teleporting
Over the last month or so, I’ve been learning and tinkering around with Python. From there, I’ve also played with Pygame for general drawing of sprites and input. I think I’ve reached a level of understanding that would allow me to create a decent project. My inspiration for this is Jay Barnson’s article on Building a Game From Scratch With No Budget. He allocated only a week, or a full 40 hours for the whole development.
I’ll be doing something similar. The 40 hour time limit will be used to create a tech demo of a python implementation of a Final Fantasy Tactics esque game. Using Python + Pygame with either free to use resources or my horible programmer art. As I have no skills whatsoever with music, I’ll be relying on CC Liscence music and for sound effects.
The goal is to have a playable battle engine by weeks end (or 40 Hours).
- 2D Isometric map with heighmap.
- Unit turns based on stats (units can be stunned thus delaying them).
- Technique system.
- Area effect techniques.
Focus on gameplay not sprites, and priotize the actual chunk of gametime (battles vs story). The following are secondary for completion in the tech demo.
- Attack animations. Use a simple damage count.
- Item sprites.
- Storyboard scenes.
Skimping on Music and sound effects can turn even the most fun games into boring facebook games. So don’t forget it!
40 Hours Schedule
No more than 8 hours can be used in a particular day. Forcing a fresh look at the problem.
Planning (Hour 1)
The first hour will be done away from the IDE, either designing the layout with pen and paper or problem solving tasks. Any extra time at this point can be used researching for game art/resources.