Showing posts with label screenshots. Show all posts
Showing posts with label screenshots. Show all posts

Wednesday, November 2, 2011

The Shops, and the Inventory

Fillies and Gentlecolts, the shops of Equestria are now open for business!

















Buying a Muffin

The player's inventory remains one of my biggest obstacles, but having a functional proof-of-concept is quite satisfying. As you purchase items, the game checks your inventory to see whether you have an open slot. The player has a 10-slot inventory in this example. Every "NONE" signifies an empty slot; once they're all full, you're prevented from acquiring any more items.











Full Inventory

Naturally, there's still a lot of work to do on the interface. Everything is extremely WIP, and these are essentially screenshots of developer mode. The items don't have values or effects yet; that's very high up on my to-do list, along with the ability to sell item's back and jobs for the player!

Happy November!
The Code Pony

Saturday, October 29, 2011

Switching Weapons (or methods of attack)

This evening, I spent some time reworking my weapon system. Now, the player may have an alternate weapon. (or method of attack. It feels weird to me to call a Unicorn Horn or Hooves weapons, though it's easier to think of them as such in terms of game design,)

The player can switch weapons at any time during combat with the current system, though that may change later on. The weapons and all their stats, such as dice type and amount to roll, are currently stored in the Player Object*, though I want to move them to the Inventory Object* eventually. I'll discuss the inventory in detail later.

Here's a shot of it in action:














Until next time!
The Code Pony

*The C++ language is object-oriented, which means the programmer has the ability to define what are known as classes, and then declare objects of an established class. An easy way to think about it would be to consider a "drink" class. Both "water" and "tea" are objects of the "drink" class. Within the "drink" class, there are internal variables such as "color" and "taste". "Water" and "tea" may hold different values for "color" and "taste", but ultimately they shall remain "drinks".

Early Screenshots 10-29-11

Here's a couple really early WIP shots. Just showing the welcome screen (sans character creation. It's still tied into the other RPG) and some of the combat in action. Feel free to post questions in the comments; I'll be working on some posts explaining the mechanics and behind the scenes stuff soon!

Welcome to Equestria!










Combat in action



















I'm a big fan of Derpy!