Going back through the archives, I remembered doing posts like this - I think I'll stay on track much better if I do this again, so here we go
I've got a busy weekend socially, but there should be some time to get some Arnthak related work done.
This is going to be a bit of a rambling post - I thought I'd talk more about the 'why' of Arnthak a bit. Not the program, but the world itself - Why Arnthak is shaped the way it is, and how it's come about/evolved. First, however, a history lesson on the game itself.
This week has been a good one for Arnthak. Content wise, there's been some significant mapwork additions, as well as a changes to some interactions. Jay has sent on some new sprites, which are an excellent update of the old Slug sprites.
It's been a busy fortnight or so - Arnthak rumbles toward completion as always. The week after the last update was spent mostly solidifying Items, crafting and lore. This week's been a whirlwind of new content - Jay has sent me over three new sprite sets for creatures, so they've gone straight in. Additionally, I was inspired to work some new features in, and a huge amount of mapwork got done.
My day-job has wrapped up for the year, so I've spent a reasonable amount of time on Arnthak since last night. Mostly, I've been focussing on Items - it's a challenge to think of an item, then break it into components and think 'where should that come from?' - when you're trying to create plants/animals/etc instead of just pulling ISO Standard Fantasy items.
Arnthak's been growing and reshaping the last month, though it's been subtle, behind the scenes changes. I've been working on code to allow the player to store items within containers, which gives rise to some interesting potential. Additionally, I've been working on joining some map areas together, allowing traversal to various areas that though fleshed-out, weren't reachable at the time.
It's... been a month, and I've lost track of all the stuff that's been happening on Arnthak.
Quite a fair amount of time has been spent on sewing together the main plot - seeding Lore, working on dialogue, etc. It's actually weird that I feel very little sense of progress when working on these aspects. Working on the mapdata, which is tracked via the atlas, etc, feels far more concrete.
Regardless, here's a clock:
Unfortunately, I forgot to post up the video from last week, so here it is:
In the video, I basically just go over the last few weeks, so if you've read the last few posts you're already up to speed.
I've been out of town for the last week, and the week prior to that was preparation for the trip. Luckily, I've managed to sit down and do a bit of work tonight, and so I have the following:
Click to Enlarge
It's been a while since I wrote the last article on Game Design concepts. Since this point, I've done a lot of map design of my own, and I figure it's a good time to review what I've done. It's probably also time to take stock of the situation and work out what areas need to be completely overhauled to suit the game style.