Name: Greg Tedder

I am a Christian, a family man, a college student, a full time worker, a contract developer, and a musician who is currently trying to break in to the indie gaming market. I like games, mainly turn based RPGs, but my interests do wander when a good creative title comes along.

Sunday, June 8, 2008

Aeges Road Update

Things are continuing mostly as usual. There was not a lot of feedback with Aeges Road so I put a few things on hold until the end of June when we here back from the judges. I might change things if I need to in order to make this a better game such as basic combat mechanics and mobility throughout the game. I am hoping the game is liked enough to avoid this though, but will take the criticism to heart.

I am also looking to change the level up scheme. I didn't even finalize it for the release because I knew the system still had its flaws. It works fine at lower levels, but the growth seems a bit large and gaps growth too much. Before my last revision, the profession determined base stat growth. I think I am returning to something similar.

The story line will not change. So story lining has been the main focus for the last few weeks. It is shaping up pretty well. It is very tempting toward the beginning to give away too much, so I have had to be careful not to this. It is also hard to do a proper build up to, and resolution of the end. I have found this to be the most difficult aspect of it all. Even with all the visions of how it should be, the story has to match up with the media.

Artwork is being improved. As I have said many times, I am no professional artist. I have been practicing and stumbling through this all year, and every now and then I feel like I am making some head way. Of course, I usually try to find programs that let me produce generated content, and just get picky with the results. I think a tree in Bryce once took me 3 hours. I had an image in my head, and I kept tweaking until it was a close resemblance.

Finally, I have been debating a HUD. I slapped some artwork together real quick and tested the look. I am going to leave it like this for a few months as I continue building, and see if I like it better. I don't know why I originally wanted to stay away from a HUD, but with combat, I found it to be the best solution rather than overhead health bars.

There are several more todo's that I don't even want to think about right now. I have truly flopped at community, but I have never really been much of a community oriented guy on the internet. So like Spongebob, I think I have finally gotten my shaky sea legs. :-) Despite what I said with my first post after the contest, I decided after a week that I should start frequenting other communities more and learn the ropes. :-)

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