It's finally here!
Until I get hosting working correctly, just download from github using this link!
https://github.com/Carrot1/masterBare
Showing posts with label version. Show all posts
Showing posts with label version. Show all posts
Sunday, February 14, 2016
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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