Category: Bones of the Lost God
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There and Back Again
Welcome to day one of full-time development of BONES of the LOST GOD! A few weeks ago, I resigned from my web developer/devops role at Unnamed Small eCommerce Company, worked out my notice, and left, just so I could be here today, starting work on BotLG full time. This is it. This is what I…
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Mapping BotLG
It’s October now, so that means NaMuBuMo is upon us! This seems like a perfect excuse to take some time to plot out the world of BONES of the LOST GOD; luckily, I have some geography already, from it’s first incarnation as a play by mail game. I’ve started a Twine project to help with…
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A few new sprites
I’ve been doing some edits to Quale’s Scroll-o-Sprites to create some new creatures, I’m particularly pleased with the cat wizard and horse soldier. The bear-man is also kind of interesting; it makes me wonder if I could eventually come up with something to represent an owlbear. I’m thinking of chopping the sprite sheet up further…
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Pathfinding, redux
This evening I got pathfinding working around a larger, scrolling map. I thought this would be best demonstrated in motion, so here’s a little YouTube video of it in action: I had to turn the sprites down to 32×32 from 64×64, as the view seemed too claustrophobic that zoomed in. This has some unfortunate knock-on…
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Point of view
Last night was the inaugural meeting of my new after school study club, and it was a very cosy, pleasant experience. We went around the table and talked about our various works-in-progress, discussed the merits of various database/model frameworks, and eventually settled down to work on our individual projects. I spent the time getting field-of-view…
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Aesthetics
I spent a bit of time last night working on the new look for Bones of the Idle. I’ve been on a bit of a lo-fi vaporwave kick at the moment, and seeing how much of the game is supposed to evoke a kind of wistful nostalgia for late 80s/early 90s BBS door games like…
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What happened to June?
Here we are in the middle of July, and there’s a conspicuous lack of changelog notes for June. So what happened? Most of June was spent in an existential funk as the project floundered a bit and I found it hard to keep working on it. Some of code was getting a bit smelly, particularly…
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Changelog, 2019-05
May was a huge month for Bones of the Idle. For one thing, it got named and stopped being “that browser game project”. But it also got pixel art sprites, maps you can wander around (with A* pathfinding), crafting, and skill-based combat. It really went from being a proof-of-concept to being an actual game. Environment…
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Pathfinding for robots
Bones of the Idle is the result of multiple separate coding projects coming together over the course of six months or so. I made each of them with the intention of learning something new, then in typical fashion abandonded them once I was happy with the fundamentals. What’s been gratifying to see is how each…
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Screenshot: take that, you rat!
I’ve begun work on the combat engine, and rats now leave a satisfying puddle of bloody goo when they’re killed. It’s a little rough when you first start out, so the numbers probably need a little tweaking.