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v0.2.0 A Whole New(ish) World

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 Hi everyone, So it's been a while. I'm back with another update. Before I get into that, today is the one year anniversary of my first post on this site so there's some celebration to be had there. 2022 will also mark 3 years since the PixelEngine in its current state came about, so cheers to that as well. To make up for the lack of updates the past 4 months, this one is jam packed, and is a full v0.X release. Let's start out with the obvious, the new art. I've added quite a few new things to the game. We have trees and vegetation now, as well as several new buildings and ground tiles. I've been trying to pick up the pace with the art so I don't get buried in it.     Next up, I have added the framework for NPCs into the game. Currently they're very basic, but they can walk around and the player can interact with them (right now they just have some arbitrary dialogue appear over there head when you interact with them). From here it will be very easy to a

Are we establishing a theme here?

  Hi everyone,   I'm back after some extended time off without updates. Here I present to you v0.1.0, the Brewing Upd -- wait a minute I've said all this before.   Surprise, surprise, its been about 2 months since my last update and I haven't much to show for it. Progress on the game has slowed down quite a bit in recent weeks, so I don't really have anything to post about. I've gotten a new job that is a bit more involved and I'll have less time on breaks to sort through minor problems and make minuscule progress towards adding features. While seeing this to release is still one of my biggest life goals it doesn't exactly pay the bills.   I've decided to take a day or two out of every week to really just sink a few straight hours into the game and hopefully make up for the loss of progress. I hope to make updates more frequently as I establish a good schedule between work and the game, as well as my free time that's required elsewhere.   I thi

v0.1.0 Brewing Update

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Hi everyone,   I'm back after some extended time off without updates. Here I present to you v0.1.0, the Brewing Update. Unfortunately, this one will be a light one since most of this has already existed.   A lot of behind the scenes work went into getting this to work alright, but brewing is now a fully implemented system with relatively few bugs. Because of the nature of this work, there isn't a whole lot to show this month. While you can now make potions and all their pertinent data like how long you've cooked them, what additives are in them, etc. is all there, there's no final use for any of it. I do believe that this is a good ground work, I do not want to put too much energy or detail into it when it could get a large overhaul soon if it doesn't fit well with other planned features     Speaking of planned features.... I wanted to talk about the road map for this game. If you've been keeping up with the Trello board, there's a lot of debate between pres

v0.0.2 Potion Update

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Hi again,   This month I present to you, v0.0.2; the Potion Update! This one is pretty exciting for me as this is the first real gameplay feature that is part of the game. You can view the demo clip below:     I'll break down what's going on here since I've never fully explained it. First, the player can open the "Tank". The tank is the first brewing machine in the process. Here you add your base ingredient, and the tank is automatically filled with water. The tank brews for a bit and creates a "wash" or "wort" (haven't decided yet). This wash is the base for your potion, and the base ingredient is responsible for the modifier of the potion effect.   Once the tank is finished, the wash automatically moves to the Kettle. In the future, this will probably be done with some player controlled valves and pipes, I haven't gotten that far yet. The kettle has an input slot, here you add in the main ingredient of your potion, this ingredient is

v0.0.1 Inventory Update

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Hi Everyone!   Its been just over a month, which means its time for another monthly update! These past two months have been a bit slow, but luckily this is my last week of any kind of traveling for work so I should be back on my regular schedule. This month I have a fun announcement, I've decided to consider the game as it is as an early release version, v0.0.1. I've decided to take up classic semantic versioning, vX.Y.Z, where an X iteration is a major overhaul or milestone, like full release. Y signifies major updates and content expansions, and Z signifies smaller updates and bug fixes. This update is the inventory update, a smaller update that contains a significant amount of UI work, and some actual things you can do/interact with in the world. First and foremost, let me introduce you to developer mode. This is what I am looking at about 99% of the time I'm actually running the game, I've just decided to call it something. As you can see, there's quire a bit go

March Update

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Hi!   Back again with another post. I said I would try to do these posts about once a month, unfortunately I've been traveling quite a lot for work the past several weeks, limiting my time to work on this project. Time constraints aside, I wanted to take this opportunity to show you what I've been doing, but also go into some more detail about the game concept and the engine itself. If you've been following my ever changing Trello board you may know what I've been up to the past month. In my game, inspired by movies like Kiki's Delivery Service and Mary and the Witch's Flower, the player will be able to brew potions, gather ingredients, and sell them to eager customers. Potions in this game are a little more "scientific" than the classic black  cauldron filled with green bubbling liquid. In this game, the player will brew the potions in a process more similar to brewing beer or distilling spirits. Using large machines and special ingredients, the loca

First Post

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Hi everyone, this is my first post on here.   I made up this site to start sharing what I have been working on for quite some time. I started this project about 2 years ago in my free time between classes and work, and have been slowly improving it through the years. This started out as a small sailing simulator based on a flash game that I found one day, and has changed significantly. About a year into the project, I shifted away from a specific purpose, and instead decided to just start making a 2D engine in C#. I went through a lot of game ideas (sailing sim to JRPG to Retro City Rampage clone to 2D Red Dead Redemption... you get the idea). I decided to focus on creating an engine that could run my game and do everything I thought I'd need it to do to prepare for creating an actual game one day. I'm at a point now where I believe the engine is done -- or at least done enough -- and it's time to put it to the test. I've decided on my game, and here she is! I've go

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v0.2.0 A Whole New(ish) World

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