Monday, March 29, 2010

Philosophy III : Cutscenes and Storytelling

Fuck cutscenes.
Cutscenes are a pointless waste of everybody's time.
Okay, qualifying statements.
Cutscenes aren't completely useless per se, but only in small bits at a time. As in, over five minutes and you've hit time-waster status.
Now, you might need more than that to exposit things at the very beginning/end of the game, and maybe some longer things around the three-quarter mark where stuff starts to get climactic, so I'll go ahead and allow say four longer cutscenes in the whole thing.

Thursday, March 4, 2010

Version: 0.1.2

Oh hey look, it's been a week or so.
Shutting up and coding has been rather fruitful.

So, I'm done with version 0.1.2. At least. I'd feel almost comfortable saying it was up to 0.1.5, given that these versionings are pretty much completely arbitrary and I did a good lot of stuff. Rather, did one thing very thoroughly. That said, I'm going to stick with calling it 0.1.2, but might jump up a lot after hitting some key features for 0.2

Things to do for 0.2:
  1. One infinitely-deep dungeon
  2. Enemies and items that increase in power along with dungeon level
  3. Backbone of the Skill system (the "No Useless Mages" clause)
  4. Beginning stages of enemy AI (intelligent item equipping, decent pathfinding, skill usage)
  5. Acceptably good battle mechanics (2-weapon fighting, holding one weapon in two hands, shield utility, basic combat balance)
  6. A main menu
  7. Being able to save/load