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Devlog
How I'll start developing my new game
January 04, 2020
by
Fluffy Lotus
Hello and welcome to my journey on how I'll create my new game. Today I'll talk about how I like to start my projects. I usually start by getting my ideas sorted out, simplify those ideas and then sta...
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Building up the story
November 25, 2018
by
Fluffy Lotus
There has not been a lot of code update but I'm working on the content. A have a bunch of papers with ideas and starting to compile those into more concrete ideas. Should a story be properly tough of...
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New quest UI
November 08, 2018
by
Fluffy Lotus
I'll update the game with the new UI for the quests. I'm still not happy with it but I'm happier than the previous version. Here, you can see that the button have better description of what they do. T...
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UI Tweaking
November 07, 2018
by
Fluffy Lotus
I'm still working on this project. I put the link on a few places last weekend and got some good feedback. Most people loved the game but had some question with the UI and the quest system. If people...
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First version of the new game
October 27, 2018
by
Fluffy Lotus
This is a small big update. I'll wait a few days to show the new version to a lot of people but for now, I updated the game with the new battle system. I decided to start the code from scratch since t...
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Player stats; 1.3 or 13?
October 18, 2018
by
Fluffy Lotus
I think I got the battles figured out (at least for now). After doing a few tests, I find the progression of everything a bit slow but increasing the speed wouldn’t make the game as idle as I hoped...
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Battle Simulator
October 15, 2018
by
Fluffy Lotus
I find it difficult to balance the difficulty of enemies with the advance in experience of the player. I had to build a battle simulator and try different algorithm (linear, log, exponential, ...). St...
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Starting to implement the story!
October 09, 2018
by
Fluffy Lotus
1
The engine is start to go well and I'm ready to implement the story! Things looked good on paper but it's a bit long to write it all down :) I'll have to update the editor later on. Wait... what is th...
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Figuring out what to do with experience
October 07, 2018
by
Fluffy Lotus
Now that I got enemies and combat implemented, it's a bit hard to figure out a good way to spend those experience points. I want to stay away from a skill tree since it would be complicated. Increasin...
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Working on the UI
September 28, 2018
by
Fluffy Lotus
UI design is much more difficult that expected. It's not easy to take the complexity in the game and put it into a simple menu system. The upgrades are now much simpler that they were before, this all...
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Added NPC
September 26, 2018
by
Fluffy Lotus
NPCs and quest have been added. There's still no UI so it's not possible to see the list of quests. That will be the next step...
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Handling different type of bodies
September 24, 2018
by
Fluffy Lotus
With the entities split into parts (head, body, arms, leg), it was not possible to have different type of entities (wolf, bird, ...). I decide to create a class that handle everything that has to do w...
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Interaction with enemies is working.
September 20, 2018
by
Fluffy Lotus
I'm really happy to have the fighting and path finding figured out. Still need some work but the basic is all there. Next step will be looking at interaction with NPC and quest...
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Fighting and gathering
September 17, 2018
by
Fluffy Lotus
After playing with movement of entities the whole weekend (kids were gone), I ended up with an Action class that each entities will have. var ACTION_TYPE_NONE = -1; var ACTION_TYPE_IDLE = 0; var ACTIO...
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The beginning of moving entities
September 15, 2018
by
Fluffy Lotus
Was finally able to move 2 entities at the same time. Still need to refactor the whole thing. I'll write more details an other day...
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Grid coordinate
September 13, 2018
by
Fluffy Lotus
I tried a few ways to display the map and found that it’s easier for me to set (0, 0) on the left most part of the grid. It also matches the user (0, 0) position. I also decided to set the player (a...
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Settings don't have to match the actual object.
September 08, 2018
by
Fluffy Lotus
While trying to figure out how to do my maps, I was writing the json for the config file. For each tile, I needed a few properties. I started up with the tile information id and an angle. I ended up w...
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Tile design
September 07, 2018
by
Fluffy Lotus
I’m in the process of designing the information contained in each tile. In the old engine, a tile was considered a wall or not. This started causing problem when I wanted to create houses, the playe...
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Handling Movements
September 06, 2018
by
Fluffy Lotus
In the previous engine, only the player was moving. This prevented NPC from moving and made adding enemies difficult. Now, I’ll build the entities in a way that allow movement right from the start...
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Starting the editor
September 01, 2018
by
Fluffy Lotus
It's starting to be a bit tedious to look at the content of the game since all the data is stored in config files. Reading a bunch of javascript arrays with reference id and links is starting to be co...
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Trying to figure out the upgrade system
August 29, 2018
by
Fluffy Lotus
There are 3 important components in the game: A list of resources that have a maximum amount (can’t have more than 100 pieces of wood in that little shed). Players with gathering skills with rewards...
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Basic animation
August 27, 2018
by
Fluffy Lotus
In the old engine, there was only the explosion as animation. It consisted of a few particles going in different directions for x amount of time. Now, I want to add animation to images which will chan...
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Relation between images
August 25, 2018
by
Fluffy Lotus
In the previous engine, I could not easily do animation because the link between images wasn’t well done. This time I decided to group images together. For example, all the images related to an arm...
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Why I decided to use a spritesheet
August 22, 2018
by
Fluffy Lotus
In the previous engine, all images were loaded one at a time. There were hundreds of images that needed to be downloaded. This was slow to download and took more space. I decided to go with a sprite s...
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Splitting people
August 21, 2018
by
Fluffy Lotus
Previously, all assets for people were one image. I really like how Magicite did their animations and wanted something similar. I also wanted to add the ability to have different items in the hands of...
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Converting .vox files to isometric images
August 19, 2018
by
Fluffy Lotus
Since all my assets are done in MagicaVoxel , I need to convert everyone of them to a png file for each of the 4 angles. I the past, I would take a screenshot manually and it took a long time. I decid...
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Going back to the basic
August 18, 2018
by
Fluffy Lotus
The game is split into two parts. There’s the graphical part, where the player moves around and gather material (and in the future, fight). There’s also the idle part, where the different helpers...
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Coming Back
August 15, 2018
by
Fluffy Lotus
I had trouble making quests to the main story line. Staring in front of the screen for long time without anything was getting frustrating. I decided to work on an old project that was more focus on co...
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Update 2018-03-25
March 26, 2018
by
Fluffy Lotus
#upgrade
Update 2018-03-25 - Completed quest are moved - UI now allows more than 8 quests or achievements - Old man can gather plank - New quest for old man and a new town added for more quest - All gathering...
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Old Man tools
March 24, 2018
by
Fluffy Lotus
This is my first devlog. After posting on Reddit, I got some good feedback and it seems like people like the concept. I added a new quest. Finding the Old Man tools will allow him to craft wood plank...
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