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Saturday, May 17, 2014

Winter Season

My sincere apologies, but due to Real Life circumstances this blog will be frozen for unspecified amount of time. I hope it will not bring too much of a disappointment to anyone who showed interest in my small half-baked project.
All the best to everyone and see you eventually!

Friday, June 28, 2013

Bad readability quickfix

If you are having trouble with reading text in game and switching resolutions does not help, try using Fullscreen exe.
You can get it from Downloads section.

Monday, June 24, 2013

Update #3



New stuff:

- Added 2 new creatures with corresponding encounters
- Creatures inhabit only their Primary and Secondary Biomes as specified in data.xml. You won't find a creature in other Biomes.
- Added softer transition between Biomes
- Added better tile graphics for World Map and Player Character
- Added window background and particle effect to Menu window
- Added window background for Game window, changing depending on current Biome
- Added background for Description Text for better readability
- Added multiple resolution support. supported resolutions are:
1024x768
1280x960
1600x1020
They can be changed in data.xml, for example:
<data name="Resolution" value="1280x960">


- Fixed Menu window opening Game window when closed with "close window" button instead of "Quit" button in menu


Screenshots:


Download available in downloads section.

Tuesday, June 18, 2013

Update #2

After many troubles I finally return with new version of the game!

New stuff:

- Fully reworked game logic
Combat scenarios are not hardcoded anymore, but are kept in data.xml file for easy editing or adding of completely new scenarios.
Available creatures and their attributes are set through the same data.xml file and also are fully editable.
Combat timer and sound settings can be changed through the same file.

- Beginnings of resource system implemented.
This will allow player to collect stuff into inventory for later use.
Not part of actual gameplay yet.

- Added menu screen
Will allow changing game settings without manual editing of data.xml in the future.

- Music and sounds!
Two tracks from machinimasound and button click sound to entertain players while they wait for more content.

Another major stuff:

- Accepting donations!
While I do plan on taking the route of full-time game developer, just having plans won't do much good for me, seeing as I'm still unemployed. Thus, I would welcome any financial help.

- If I can support myself enough to be able to dedicate most of my time to Eve's Garden, next big step would be setting up a campaign on OffBeatr.

- Download section reactivated!
Troubles-shmubles seem to be over, so the page is fresh and alive again.

Sunday, May 12, 2013

Update

New World Map. 100x100 tiles. Player position fixed with moving map. Map is randomly generated every time game is started. More informative map tile icons. Lots of code improvements, but no new content.

You can get it from Downloads page.


Monday, May 6, 2013

Next update coming somewhere this week

I'll be working on making closer-to-final version of World Map.

On the player side it means changes in visual representation, fixed character icon with map moving relatively to screen, roguelike style, and gameplay.
Number of map tiles will be raised to more what is expected from "world". 100 by 100 or something like that should provide a nice playing field, I think.

There will be change in internal representation of World Map. Currently it's a bunch of hastily made chinese code, which must be reshaped in something more object-oriented and capable of expanding functionally without affecting rest of the program.

Creatures will stop being just a list of global variables and will be rolled into more civilized object form too. I'm adding 1-3 new ones, just so I could test out first iteration of...

Ecosystems. Probably next after next update. Very basic stuff. Static at first, incapable of expanding/changing/dying. But players should be able to affect number of creatures living in different map areas by dragging eggs to target places or changing natural reproduction cycles of local inhabitants some other way.
Last meaning some sort of inventory system is coming in nearest updates too.

Wednesday, May 1, 2013

Introduction



Hello, everyone!



I'm an amateur coder and I'm beginning to work on a small H-game for self-education and fun purposes.

The game is pure text.

There is a single female character, named Eve, who is living alone in a strange and alien world full of weird creatures.
Her world is, however, in trouble. The Wasteland is growing and threatening to destroy all of the Garden as the ecosystem slowly decays.

Eve goes on a quest to restore balance of life and to take back lands from the Wasteland, saving her Garden from destruction.


Planned major features:

  • Open World 

Travel freely between multiple locations. Explore and discover points of interest or new species. Search places where your help is needed.

  • Dynamic Ecosystem 

Multiple species of plants, insects, animals and others coexisting for the mutual benefit. Help biomes to survive by introducing missing species or removing extraneous ones.

  • Unpredictable Opponents 

Stay alert, as even creatures of same species can have different traits and habits. Learn the differences and be quick to notice them to succeed in battle.

  • Real-Time Combat System 

Your enemies will not patiently wait as you choose your actions. You must not only be smart, but also fast. Every second counts now.


If you want references to imagine what I am aiming for - "Dune" 1992 adventure game by Cryo Interactive Entertainment gave me inspiration towards "big world with free travel" and "ecology as gameplay" ideas and text-based combat is influenced by time-limited dialogues from Walking Dead by Telltale.

Whole setting revolves around biology. Items, clothes, materials, substances - everything is taken directly from living creatures or is a living creature.

Eve's bags can be plants, clinging on her shoulder, her cloak might grow fur by itself and provide her with heat. Food, water, medicine is provided same way.

I'm not a fan of violence in porn so I want to keep it at near-zero level if possible, never going above "annoying inconvenience" level of consequences for defeated party, be it player or NPC.