Crystal Towers 2 - Floundering around
Jul. 31st, 2007 02:11 pmAs I keep working on this, I realize more and more that I'm writing an RPG by accident. Stat-boosting, side quests and various other rewards are spread around the levels, and it's becoming difficult to keep track of them and all potential paths through the game. To solve that I wrote up a spreadsheet last weekend to list all the missions, enemies, levels and drop items in the game and how they relate to each other. I never considered how careful the planning would need to be to make the game make sense as a whole - really, the only way to make sure it's balanced is to build it all up and then change the bits that don't work. So I should really do some new levels - at the moment I'm just fiddling with everything I've got so far and not making a lot of progress.
For that reason, this journal's been pretty silent recently because of the lack of screenshots to upload - for the most part all work has been at the back end of the game and I've still only got four levels. However, in addition to this, I've completely reworked the projectile spells so that they're easier to expand on, written an entire synthesis side quest that will go throughout the game, and so on. I still need to work out the progress trees through them, but there are now a couple of things with a point to them there instead of just dummy names like "Old boots" and so on.
There's also the issue of when I'm going to introduce it to the game - it should be fairly early on, but once the player has gone through five levels or so without the additional complexity of it. Enemies will start dropping items once you reach the large machine in the middle of the Music Castle - which is a synthesizer, of course.
That reminds me - the Music Castle needs to be made a lot more musical. There are a couple of themed backdrops around it at the moment, but I'm envisioning giant Zool-like keyboards and instruments as obstacles.
The trouble is that for a lot of the plans for the game, I'm going to have to think up ways to do them now rather than later so that I don't have to go back and change a heap of things to get them working. The online element I'm planning should have a simple submission mechanism as I can just write a big parser to put the entire save information in a POST line, but the real issue is making sure that users can't modify the saves themselves (or indeed the mission list, which was included externally precisely for the reason that I wanted it to be editable by me). That's going to be difficult, but will probably involve a lot of MD5 checking.
For that reason, this journal's been pretty silent recently because of the lack of screenshots to upload - for the most part all work has been at the back end of the game and I've still only got four levels. However, in addition to this, I've completely reworked the projectile spells so that they're easier to expand on, written an entire synthesis side quest that will go throughout the game, and so on. I still need to work out the progress trees through them, but there are now a couple of things with a point to them there instead of just dummy names like "Old boots" and so on.
There's also the issue of when I'm going to introduce it to the game - it should be fairly early on, but once the player has gone through five levels or so without the additional complexity of it. Enemies will start dropping items once you reach the large machine in the middle of the Music Castle - which is a synthesizer, of course.
That reminds me - the Music Castle needs to be made a lot more musical. There are a couple of themed backdrops around it at the moment, but I'm envisioning giant Zool-like keyboards and instruments as obstacles.
The trouble is that for a lot of the plans for the game, I'm going to have to think up ways to do them now rather than later so that I don't have to go back and change a heap of things to get them working. The online element I'm planning should have a simple submission mechanism as I can just write a big parser to put the entire save information in a POST line, but the real issue is making sure that users can't modify the saves themselves (or indeed the mission list, which was included externally precisely for the reason that I wanted it to be editable by me). That's going to be difficult, but will probably involve a lot of MD5 checking.