Mandrake's Journey: A Technical Dream
Essentially, at the age of 13, I decided there would come a day, this game exists.
We begin with kinematics, camera controls, and then npc, mapping, and a tutorial.
Once I had a working platform, to explain base controls, I moved onto a tutorial series for inventory, then made the Questing json, and logs on my own. Oh ya, the tutorial is a tad under performance, as in it lacks some knowledge I need to offer the player.
Next, I envision a game, where you can freely converse with an NPC, about their day, their life, et al. So I began with a singleton GOAP aka Goal Action Oriented Plan/Execution. This made for an easy transition to turn based gameplay.
Finally, I transitioned controls to typed, for now. Adding a waypoint system, as in typing to set locality, storing what is percieved from the camera array, and a few other neat functionalities.
Ps, this is only day 4 of game development.
The next phase I was GOING TO IMPLEMENT, is formally known as a Markov chain, and is essentially a 1 ply depth predictability curve algorithm for a table or 2d n, point array.
Yet some early feedback is asking for a better enjoyable time moving around and issuing commands. I've got my work cut out for me.
Ps, this is Aigeleon's first game, remade.
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Mandrakes Journey
A tale of a Cleric of the Blood Domain.
Status | Released |
Author | indiana grd |
Genre | Adventure |
Tags | 2D, Pixel Art, Singleplayer |
Languages | English |
More posts
- Progress reportMay 31, 2022
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