Most of what's been written is stuff I don't want to shove into the beginning area, so there's no point added it in just yet.
Just one of the issues with being so early in development. Over this next week, I'll focus more on touching up what's currently available (I've already rewritten some of the code); as well as work on expanding the beginning area and finishing all of the early scenes. By next weekend, there ought to be enough for another substantial version update. I may also connect what I've written this past week to the stuff coming next week. I'm don't know where I'll end up with the writing for this week, so I can't be sure yet.
Beneath A Rocky Earth
Sunday, February 21, 2016
Sunday, February 14, 2016
Version 0.5! First public release!
It's finally here!
Until I get hosting working correctly, just download from github using this link!
https://github.com/Carrot1/masterBare
Until I get hosting working correctly, just download from github using this link!
https://github.com/Carrot1/masterBare
Thursday, February 4, 2016
So what is BARE?
Beneath A Rocky Earth
BARE is a CoC-inspired text/sex adventure game set within a world heavily influenced by Dungeon & Dragon's Underdark writings as well as nominally inspired by the colorful and !FUN! caverns of Dwarf Fortress and it's ever happy circus.
Without spoiling the plot*, this game will take you to places literally out of this world. If simple caverns and intricate cave systems aren't enough for you, worry not! Portals to distant places, and other planes entirely, will have you exploring a vast web of locations in an environment that's changing around you based on your actions.
You decide your own reason for adventuring on! Whether to take back what was stolen from you, or perhaps a journey to seek power and fame, or even if you're just interested in seeing how many different characters you can bang, it's up to you.
BARE is a game that's not afraid to let the player make mistakes; to have the player die, lose all of their progress, or shut themselves out of entire chains of content unwittingly as consequence for seemingly minor actions. Afforded multiple opportunities to leave, stay, or venture on, be careful what choices you make and think hard whenever you come across something that seems like it may not happen twice!
It's not all sex and candy, but neither is it all doom, gloom and death. Equal and healthy doses will keep you wondering whether you really should follow that strange woman back to her place, or whether you should believe what someone tells you in casual conversation. Hopefully you second guess yourself, and struggle over the left or right path from time to time. And if you don't like the outcome, just play again and take the road less traveled!
*Minor plot spoilers. The UnderRealms are facing a looming threat from below that will test every group, species, and city. Can these warring tribes, bickering city states, and racist xenophiles band together long enough to hold their ground in the same way the surface dwellers have kept the UnderRealm denizens from flooding up out of the darkness?
https://github.com/Carrot1/masterBare
BARE is a CoC-inspired text/sex adventure game set within a world heavily influenced by Dungeon & Dragon's Underdark writings as well as nominally inspired by the colorful and !FUN! caverns of Dwarf Fortress and it's ever happy circus.
Without spoiling the plot*, this game will take you to places literally out of this world. If simple caverns and intricate cave systems aren't enough for you, worry not! Portals to distant places, and other planes entirely, will have you exploring a vast web of locations in an environment that's changing around you based on your actions.
You decide your own reason for adventuring on! Whether to take back what was stolen from you, or perhaps a journey to seek power and fame, or even if you're just interested in seeing how many different characters you can bang, it's up to you.
BARE is a game that's not afraid to let the player make mistakes; to have the player die, lose all of their progress, or shut themselves out of entire chains of content unwittingly as consequence for seemingly minor actions. Afforded multiple opportunities to leave, stay, or venture on, be careful what choices you make and think hard whenever you come across something that seems like it may not happen twice!
It's not all sex and candy, but neither is it all doom, gloom and death. Equal and healthy doses will keep you wondering whether you really should follow that strange woman back to her place, or whether you should believe what someone tells you in casual conversation. Hopefully you second guess yourself, and struggle over the left or right path from time to time. And if you don't like the outcome, just play again and take the road less traveled!
*Minor plot spoilers. The UnderRealms are facing a looming threat from below that will test every group, species, and city. Can these warring tribes, bickering city states, and racist xenophiles band together long enough to hold their ground in the same way the surface dwellers have kept the UnderRealm denizens from flooding up out of the darkness?
https://github.com/Carrot1/masterBare
Tuesday, February 2, 2016
Version 0.4a!
Vague changelog.
Tooltip functionality.
Fight scene example complete.
Introduction complete.
Stats begun.
First hub city begun.
Changed background graphics for now.
Fixed some bugs of course.
Also got scene visibility improved for when some elements on the page are hidden.
Among other things that I've forgotten, because I'm not in good practice yet of logging changes as I go along.
Up next is further fleshing out of the first city area, as well as changing the way a few pieces of the code currently work in preparation for having both the example scene and the example fight 100% up to scratch.
I'd also like to get a basic save/load feature implemented, before too many more scenes are added. On top of that, I'd like to clean up the html and possibly load some elements onto the page using javascript instead. I'd also like to clean up comments, and leave more explanations in places for anyone trying the read the code and learn from it.
Current plan is to have a playable release up by the 14th.
Tooltip functionality.
Fight scene example complete.
Introduction complete.
Stats begun.
First hub city begun.
Changed background graphics for now.
Fixed some bugs of course.
Also got scene visibility improved for when some elements on the page are hidden.
Among other things that I've forgotten, because I'm not in good practice yet of logging changes as I go along.
Up next is further fleshing out of the first city area, as well as changing the way a few pieces of the code currently work in preparation for having both the example scene and the example fight 100% up to scratch.
I'd also like to get a basic save/load feature implemented, before too many more scenes are added. On top of that, I'd like to clean up the html and possibly load some elements onto the page using javascript instead. I'd also like to clean up comments, and leave more explanations in places for anyone trying the read the code and learn from it.
Current plan is to have a playable release up by the 14th.
Monday, January 25, 2016
Version 0.3! A look back.
Beneath A Rocky Earth officially enters version 0.3 (still not yet released to the public).
In this version, code for the scenes has been improved. Objects are starting to get into swing, and a full renaming of the files and functions currently in place is underway for organization.
The aesthetic of the whole game has been improved, and while it may not be as professional looking as TiTs or FoE, I'm currently happy with what I've achieved for a noob.
In light of reaching the fifth (aesthetic) iteration of the game, I'm posting a few of the pictures of the journey so far.
More than anything, I'd just like to say that if you're new to programming and you're thinking of making your own game, do it! That period of looking at a blank screen and not knowing what to do next passes soon enough, and most of beginner level programming is nothing more than googling every little problem and idea you have.
In this version, code for the scenes has been improved. Objects are starting to get into swing, and a full renaming of the files and functions currently in place is underway for organization.
The aesthetic of the whole game has been improved, and while it may not be as professional looking as TiTs or FoE, I'm currently happy with what I've achieved for a noob.
In light of reaching the fifth (aesthetic) iteration of the game, I'm posting a few of the pictures of the journey so far.
More than anything, I'd just like to say that if you're new to programming and you're thinking of making your own game, do it! That period of looking at a blank screen and not knowing what to do next passes soon enough, and most of beginner level programming is nothing more than googling every little problem and idea you have.
Thursday, January 21, 2016
Version 0.2!
Beneath A Rocky Earth officially enters version 0.2 (not yet released to the public).
In this version, scenes are finally working the way they're supposed to. While objects haven't yet been properly utilized, they are on the agenda for next version.
While it may look incredibly simple at this point, the fact is that to build a sandcastle for the first time requires many failures, and many "I can do that better" moments. As well as many long hours finding the right beach, rebuilding when you find out you're too close to the tide, and finally dealing with the runaway dog that comes and crashes through your efforts.
I'm happy with what I've achieved so far. I know what it took, and I know how far I've come.
The sea ahead is no longer an endless expanse. I know there's a port awaiting me somewhere beyond the horizon. \o/
In this version, scenes are finally working the way they're supposed to. While objects haven't yet been properly utilized, they are on the agenda for next version.
While it may look incredibly simple at this point, the fact is that to build a sandcastle for the first time requires many failures, and many "I can do that better" moments. As well as many long hours finding the right beach, rebuilding when you find out you're too close to the tide, and finally dealing with the runaway dog that comes and crashes through your efforts.
I'm happy with what I've achieved so far. I know what it took, and I know how far I've come.
The sea ahead is no longer an endless expanse. I know there's a port awaiting me somewhere beyond the horizon. \o/
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