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Posts Tagged ‘features’

The future of Voyage of Discovery

December 21, 2010 Leave a comment

As a personal goal, I really want the game to make it on Indie Games or another popular site. It would be so awesome. =]

I’ve already started to clean up the code and fix small bugs here and there. Plus I’ve been adding more notifications of certain events and cleaning up the interface. I’ve gotten a few comments about the screen being small, so I might make it a bit larger.  Anyways, everyone loves lists! Here’s the list of things to come:

-Support for custom sprites and item stats
-Options for game play (number of pirates, starting money, etc)
-More starting conditions
-New items to be bought from colonies.
—buoys, fishing boats, defenses…
-Negative events when exploring
-Weather conditions
-Different types of pirates
-and hopefully more. =]

Ludum Dare Post Mortem

December 21, 2010 Leave a comment

I finally have my first complete game available on the internet. I’m happy. =] I’ve always been better at getting things done when the end product got a grade, or in this case, a rating. The first 5-6 hours into the compo was pretty easy, but the following day was a bit of a struggle with the lack of sleep. All the coffee helped keep me awake but didn’t do so well for an empty stomach. Empty stomach you ask? Yeah, I kept forgetting to eat. I’d go say “I’m hungry, but I need to finish this script before I get some food” and of course that led to “Wait, one more” then I’d eventually forget I was hungry. Horrible, I know, but I was so focused and motivated on my game. It was such a great feeling and the fact that it actually turned out fun was an even better reward. Like I said in my previous post, this isn’t the end of Voyage of Discovery. I am really proud with how it turned out and I want to push it to its full potential. Now that I’m not under a deadline, I will be rolling out new versions with new features within a few days. I’m just taking a break now and getting things in order.

Not to mention cleaning up the rushed code, though I do feel like I did a much better job and modulating the code.