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Development continues steadily on Free Company here in the Shed. I’ve been doing a lot of fiddly bits that don’t particularly lend themselves well to individual highlighting. So here’s a little sampling of my recent to do list:
- I’ve fixed up the shadow mapping a lot better so it now works properly when you scroll about the world and interacts better with the point lights (orthographic projection, once I figured out not to divide by the far clip anymore, was the key).
- I’ve added little notification numbers that float up above enemies and the player’s mercs when they take damage or are healed.
- I’ve started to build up the enemy variety by adding three differently armed variants of the bare-chested barbarian you can see above.
- Improved the tooltips for all the items so they give details on the item’s stats.
- Changed the font to a smaller variant and tweaked all the font colours to be less garish.
- Boosted the light level on all the interactive objects to make them stand out a bit more from the background.
- Properly cleaned up render targets when the fancy effects are disabled.
- Added a modular system for useable items, like health potions and made the health potion drinkable as an example.
- Added chainmail armour and made body armour variants visually swappable and have an impact on the player’s stats.
- Added the capability for head variants and beheading to humanoid enemies.
- Tweaked enemy stats and added more scope for variance in stats generally, hopefully to increase difficulty and tactical variety.
- Now possible to edit mercenary nick names and compare their stats in the campaign screens.
- Fixed some loading state bugs.
Outside of working on the game, I went to London Indies for the first time this week and slightly nervously introduced myself to some lovely people while sipping on a beer. Other braver (crazier?) people apparently made out like ninjas in the street outside. It was fun and I’m sure I’ll go again.
I also succeeded in repairing my long serving monitor in true hardcore indie developer style, using nothing but a soldering iron and some capacitors I ordered off the internet. Total cost £18. I was pretty pleased with myself when it actually worked. This is not the kind of madcap thing I usually have any success with.
And the lights come on.
This is intended to be the space into which I pour the written accounts of my experiences creating indie videogames, an activity which I hope to one day become a way of paying for beer and a mortgage. Unfortunately, for this brilliant plan to work I still need to do a few things:
1) Make an indie videogame.
2) Persuade people to buy it for money.
I’m pretty sure that having a blog is an important step too though so I guess I should go and have some beers to celebrate getting this part done. If you want to know something about who the heck I am, or rather what I did before this, then feel free to pop over to the about page and err.. read it. It’s whimsical! If you’ve got any tips on how to make a wordpress blog five hundred times better then drop me a line in the comments and I’ll consider your sage words.
So why System of Pleasure?
Well it sounds a bit rude, a bit philosophical and its also a sort of description of a game. Thats probably as decent a summing up of my ‘essence’ as you are going to get in a phrase.