LETS GET LOOT – My Next/New Journey

LETS GET LOOT - My Next/New Journey


Hey All!

I’m new here but I’m excited to find a place to share my next adventure in game design. In 2014, I released a game titled “DPS Idle” on the Kongregate web-platform. After playing the online hit, “Cookie Clicker”, I decided to take a stab at creating my own fantasy-based idle/incremental game. At the time, I was young, naïve, and didn’t really go about everything in the best possible way. However, after roughly 8-months of VERY part-time development, DPS Idle was born and released to the public.

I’ve worked in the Mortgage Lending/Servicing business since 2008. With a family, full-time job, and other life events, lending more time to my game-design dreams was difficult. I tried a good 10-15 times to re-vitalize my dreams and begin my next project, but that was made almost impossible when I started college as a full-time student, along with all my other responsibilities, to obtain a Bachelors in Education (Secondary Mathematics).

Cut-to 2024: I’ve graduated with my Bachelors, I have a full-time as the Director of Customer Experience at my local mortgage lender, I teach mathematics at the local junior-high for 2 hours each day, and I still continue to spend as much time as possible on my game-design dreams. With college out of the way, I’ve now been able to dedicate time to my next project.

I now bring you LETS GET LOOT. I’ve always been a huge fan of loot-based games. I love the hunt for more powerful items, and I love to slay as many fowl beasts as I can along the way (Yes, I played a Whirlwind Barbarian in Diablo 3, so you can imagine the carnage). I plan to blog about my progress through my journey of creating LETS GET LOOT.

It’s just over a week since I started, and here is where I’m at:

I chose GameMaker as my IDE/design engine. After reviewing many options, I felt it would be fun to dive-in and learn it as it featured many of the requirements that I had identified for the game I had in mind. I started by putting together a Main Menu, which currently looks like this:

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Fancy, I know, but it will do for the time being. My main goal for the first week was to establish a combat and inventory system. After some late nights, I was able to get a combat system in place. The base system is the player passively attacks whatever enemy is alive. The player chooses how often the enemy spawns and also chooses the power or level of the enemy. There is randomness involved, but essentially the player gets the choice of defining the challenge, which in turn defines the rewards.

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Without graphics, it appears fairly underwhelming, however, the underlying core functionality is there, which is really exciting for me.

I was also able to get an inventory system in place. I’ve programmed an inventory 3 separate times, and each time, it proves to be quite the challenge. After some blood, sweat and almost tears, I finally have an inventory in which I can equip and unequip items, compare statistics of items, and salvage unwanted items.

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I’ve also made some progress on a statistics page:

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*COMING UP NEXT: *
Up-next, I’ve got plans to implement a few things to spice-up the game a little, graphically, such as:

  1. Attack animations/effects
  2. Player Character Sprites Created
  3. Multiple Enemy Sprites Created

As I go through this journey, I plan to provide updates in the form of these posts. Feel free to share your thoughts. I hope you enjoy!



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By stp2y

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