Tuesday, February 12, 2013

mFufni's Adventure Beta 0.5 + Gifts From Canada

Alright, it's been awhile since I updated this, as school and everything has been getting in the way. But it's got a lot more since the last time.

BEACH zone

Namely, you can now enter the Forts and actually play the main aspect of the game off the overworld. The objective of each Fort is to grab the key, which teleports you back onto the overworld. The basic enemy, the fR0t, now spawns with your difficulty level, which increases each time you enter a Fort. The zone you're in affects what kind of Fort is randomly generated.

Controls:
- [Enter] to select on main menu
- [A] to enter Forts on the overworld, or to turn on the Charm inside Forts
- [S] to throw torches inside Forts, or to turn on the Charm on the overworld, or to cancel on the main menu
- [Arrow Keys] to move

Additions:
- Added actual combat
- Added capability to enter the Shop, as well as Forts
- Torches' throw distances scale with your level, which increases for traversing the overworld
- Randomly generated terrain within Forts in the BEACH and FIELD zones
- fR0t enemies
- Animated ocean on overworld
- Added many sounds

Problems:
- No HUD yet
- Only two zones have randomly generated terrain
- Only one kind of enemy
- RIVER zone river is bugged and uninteresting to look at
- Shop doesn't have a practical use yet

As a bonus for this blog, since it's been awhile, my friend Josh sent me some floppy disks from Canada. For anyone who doesn't know, I plan to put this game on floppies and ship them out to people who pay five dollars as a donation on Kickstarter or Indiegogo. I plan to have a commercial and custom labels for the floppies; the game itself will be free online. Buying the floppies is more for novelty/supporting an indie artist. I will start with 100 copies. The first 100 to buy copies will have their names put in the credits, which is part of the incentive to buy a game for a "console" that isn't even put in computers anymore.



The floppies Nabeshin (Josh) gave me will probably be used for special edition or Beta cartridges since I plan to use the really old floppies in that off-white color. I want to make this really legitimate looking. I'm contemplating paying for a copyright, making a commercial, and seeing if I can get it rated by the ESRB. This project is partially due to wanting more experience, partially so I can say I made a game that had a hard copy release that shipped internationally. In other words, it's a joke I'm taking way too far, which is just the way I like it.

For any of you who want to play the latest version, you can get the game here!

Friday, November 2, 2012

Master Shuckle Race Project

Might start up my breeding ring again to get my perfect IV Shuckle in my spare time. I even developed a nomenclature system.

For instance, S001♥♠★♣♦♪

S - First letter of Pokemon name. (Shuckle)
001 - Number of Pokemon bred.
♥♠★♣♦♪ - Symbols representing which IV stat that the Pokemon has maxed. Represents HP, Attack, Special Attack, Defense, Special Defense, and Speed, respectively, and almost always in that order. I only give them these symbols if the stats in question are useful for filling the gap of IVs in newer generations. For instance, I have two Shuckles with four max IVs, but if I get a Shuckle with FIVE, then I would switch name it and switch it with one of the parents.

Right now I have S251♥♠★♦ and S252★♣♦♪ working hard makin' babies. 




They're both holding braces that allow them to automatically pass down the stats I want to the children, and there is always a small chance one of both of the parents' IVs are inherited. The rest is up to luck.

The most recent Shuckle I've hatched is S280 (★♣♠ if you want to know) I have about three Shuckles who have four maxed IVs. Working on 5, and one day all 6, so I can crossbreed my SuperShuckles to breed the rest of my team. All different species, but all descendant of two Shuckle.

At the head of my party is a Magmar named "Chichi", meaning "Father". He has Flame Body, which halves the required steps for eggs to hatch.

Sunday, September 2, 2012

mFufni's Adventure Beta 0.3

So hey, it probably won't be long until the core game is all in there. But for now I've overhauled the look of the overworld, and it will affect the gameplay in the future.


old screenshot

overhauled map

I've also added a bunch of new sounds, which thankfully haven't made the file go over a megabyte yet. I'm trying to keep it under 1.44MB, since I'm considering having a hard copy release on floppy disk just for novelty.

Additions:
- Overworld portion of the game
- Overhaul of original overworld design
- Unlock sound and "animation"
- "Bump" sound when you collide with a wall 

Problems:
- Still don't have the core gameplay
- Can't enter shops or forts
- Other modes haven't been made

Download the game here!

Thursday, August 9, 2012

Slice of Life IRL Episode 5: Distant Gifts

So Dustin, the founder of Hyrule.net and coolio friend of mine, sent me a package with stuff to use for my Hero of Time/Zelda discussion panels. He packaged 300 Hyrule.net postcards to hand out to panelgoers, and gave me a hardback Collector's Edition Phantom Hourglass guidebook.

Here's me opening it.


Sunday, July 29, 2012

mFufni's Adventure Beta 0.2

I honestly have no idea what the naming conventions are for development stages, so I'll just increment by .1 every time. Anyway, new stuff has been added. Also, it has occurred to me that I didn't bother to tell anyone the controls. Arrow keys for movement, of course, Enter to select options, and S to cancel menu selection. If you want to test the new save feature, create a NEW GAME, and then reopen the .exe. "save loaded" should appear briefly in the upper left corner, and the NEW GAME option will be replaced by a CONTINUE option.


Please leave feedback! Tell me what you think about things like the sounds, appearance, any animations, or pretty much anything worth talking quality about.

Fixes:
- Added a save feature
- No really I think it's awesome
- Made menu code easier to work with
- Flashier intro
- Both title screen options have submenus
- Menu select sound replaced
- Added menu cancel sound

Probably going to drop the core game in there soon! After I'm done restructuring a bunch of it, that is.

Download the game here!

Saturday, July 28, 2012

mFufni's Adventure Beta 0.1

For any readers who don't know, I programmed a simple ASCII-based game that runs in the Command Prompt for a school assignment in which we were tasked with writing an array-based game. The bare minimum was coordinate input based tic-tac-toe that reprints the board on a different line every turn, but I put together a fairly large, semi-complex overworld RPG. I planned to add things like a speed run mode, two player mode, save capabilities, and its own original soundtrack, but my school deadline only allowed me time enough to release it with the bare minimum of a beginning, middle, and end. An introduction, the core gameplay, and the final boss. I have since decided to create a "director's cut" version, which includes all the features I didn't implement with the original release. I am starting with one of the most basic things video games have nowadays: the title screen.

I made the large font myself, technically.

The menu doesn't actually do anything yet, and the game isn't even in the source code. But there's a cool intro and there are some sounds I made and put in.

Problems:
- The "Enter" sound isn't that good
- Menu options are incomplete
- The game isn't actually in the executable yet
- No save options
- Intro screen could be flashier
- Sound delay with less powerful machines
- The code itself needs to be restructured and rewritten in some areas

I'll be updating this blog with my progress bit by bit. Hopefully you guys like how it turns out!

Download the file here!