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Animated player sprite

Over the past holiday period I have given some attention to my game, codenamed ‘Action Rogue’. It now has a player sprite, animated in four directions. The player can move in eight directions, so animations are re-used for the diagonals. It is also possible for the player to move their shield forward, and to strike with their sword. I imagine the player will walk through a tile-based dungeon system, encountering opponents with similar abilities. The attack animation starts with the character moving their sword back; this movement and the delay before the strike is carried out, will allow for opponents to respond. The shield animation is slightly quicker than the sword animation to make a blocking action possible. A small dot has been added to make it easier to see which way the character is looking.

Animations in four directions

I am applying a keep-it-simple programming approach to this game. For example, instead of writing complicated systems for carried items, allowing for the player hands to also be empty, the code currently knows nothing about items, and just uses a sprite that happens to include a shield and a sword. This allowed me to skip directly to block and attack animations. The complicated systems may still be added later as needed. In this manner I think I can more quickly create actual gameplay.

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App Game Kit

Welcome to my new website. I decided to use WordPress so I can also write a blog post every once in a while. While setting up the list of my games on this new website, I also tested those games and it turned out many did not work properly anymore on my Windows 10 pc. For example, my Blitz Basic games from before 2007 had issues with audio playback or did not properly support alt-tabbing. So I have removed those games from the list.

Then I decided to try App Game Kit Classic (AGK) for a new game. This is a game programming engine by The Game Creators, who also made Dark Basic. Dark Basic of course was the big competitor of Blitz Basic! AGK is still used, maintained and receiving updates. It allows for games to be published for many platforms, including Windows and Android.

The game, codenamed ‘Action Rogue’ for now, is to be a 2d action ‘Roguelite’ game. Specifically, the player controls a character wielding weapons and shields, fighting opponents in a randomly generated dungeon. The plan is to keep the action relatively slow paced. I have not written a design document, instead I just started writing specific code for displaying and moving a character. This way I hope to be able to see results in the form of enjoyable gameplay sooner, and not lose interest before that point is reached.

The AGK interface, showing its functional (not object oriented) programming language and the simple beginnings of my game