I love sharing the progress of Electric Noir with my friends. I was posting up a character design just the other day and one of my friends asked me a question: any insight into how many pixels characters should be? ...I get confused if I should do 20x20, 50x50 or whateverA good friend of mine … Continue reading Pixel art process
Category: Game Development
Electric Noir .plan 10
Jeesh, a lot has changed with EN since the last update. Just looking back at the .plan files I was writting and looking through my own journal entries since then... it's a lot to try to sum up here in just a few sentences. But I'll do my best. Basically, everything changed. Everything. A pivot … Continue reading Electric Noir .plan 10
Electric Noir .plan #8 & #9
Originally written 5/27/18: Gotta think about ammo a bit more. Like how much does ammo weigh? - Answer: more than I thought in some cases. I ended up going with what I think is the not-so-great but not-so-terrible option. Which is... i hardcoded the ammo types, weights and counts into the game. So basically it … Continue reading Electric Noir .plan #8 & #9
Electric Noir .plan #6 & #7
Originally written 5/25/18: Stuff I Did Combat Action Hotbar is done A very rough spell system is in place I added a behaviour to randomly spawn items into an inventory NPCs don't need to have a inventorylist, one will be created for them on Start() I added a behaviour to fill an NPCs inventory with … Continue reading Electric Noir .plan #6 & #7
Electric Noir .plan #5
Originally written 5/23/2018: After building out the combat action chooser i am thinking that the interface doesn't seem to work very well. After choosing a combat action the player will have to click another button (or click the same button, but maybe in a different area) in order to start using the action. Fallout gets … Continue reading Electric Noir .plan #5
Electric Noir .plan #4
[c/w pets, death, dying] Originally written 5/22/18: Stuff I Did Started and finished the active weapon/active combat action choosers. The currently selected weapon and combat action for that weapon are stored in The gamestate, so when the player clicks to attack we can know what they are trying to do. It might be a good … Continue reading Electric Noir .plan #4
Electric Noir .plan #2-3
Electric Noir is a game that I am building in my spare time. It’s a classic turn-based RPG set in a post-apocalyptic, cyberpunk future with a focus on noir-style story telling. Think fallout meets blade runner. This set of posts is going to be a raw dump from my plan file for the game. I’m not going … Continue reading Electric Noir .plan #2-3
Electric Noir .plan #1:
Electric Noir is a game that I am building in my spare time. It's a classic turn-based RPG set in a post-apocalyptic, cyberpunk future with a focus on noir-style story telling. Think fallout meets blade runner. This set of posts is going to be a raw dump from my plan file for the game. I'm … Continue reading Electric Noir .plan #1: