I summoned my first beast into a fight last night, sparking some much needed project momentum. I should have beasts totally fighting and dying on my behalf by days end, moving that much closer to the meat and potatoes of the game, the elements system. I've done a lot of paperwork on that during transit sessions, but its the notion of balance that scares me.
Granted, modern patch methodology has trained people not to expect a complete game until well after launch, but thats not a crutch I'm comfortable leaning on. I can only hope that the game play evolves in a way that makes it easy to weed out the exploits before they become systemic. Last thing I want is a bunch of nerf bat whining on account of me having no idea what I'm doing in a world this size.
In any event, there's still a lot of good ideas yet to be implemented or even fully thought out. I think now is as gooda time as any to get the custom outputs going, so it can grow with the game instead of just being tacked on. Oh yeah, and I guess I need to get somebody to test it.
Wednesday, September 7, 2011
Thursday, September 1, 2011
Gimme somethin' to hunt
Its harder than you might think to come up with 100 monsters, or at least 100 good monsters. I've been doing a lot of looking through the pokedex and Magic decks and even some Yugioh and its pretty obvious which ones are pet favorites of their creators and which ones were like, c'mon y'all we gotta fill this roster out.
Still, I'm pretty uncompromising in my vision, so when this thing does get off the ground, you won't have to worry about Mr. Mime or a racoon with a rocket launcher cropping up. I do have some silly's in there cause I'm not exactly made out of stone, but if its going to be goofy or trite its going to be for a reason, not just to get from #67 to #68. Which is a pretty arrogant claim at this point, cause I think I'm somewhere in the neighborhood of 38.
I'm sticking to 100 as a hard target for launch, though if the code is really working solid and the writers block is made of adamantium we may drop down to 75 or 50 just to push this bitch out the door. Its not like I can't add them later, thats the whole point of the thing.
Speaking of code, things are going suprisingly well. I've had no real snags outside of inspiration and my unending personal failure, aesthetic design. Domination's in, the map (code) is in, non-battle regen is in, and yesterday I had some brilliant ideas for how summoning and dismissing beasts is going to work with the ui.
Off to work I go. Stay tuned.
Still, I'm pretty uncompromising in my vision, so when this thing does get off the ground, you won't have to worry about Mr. Mime or a racoon with a rocket launcher cropping up. I do have some silly's in there cause I'm not exactly made out of stone, but if its going to be goofy or trite its going to be for a reason, not just to get from #67 to #68. Which is a pretty arrogant claim at this point, cause I think I'm somewhere in the neighborhood of 38.
I'm sticking to 100 as a hard target for launch, though if the code is really working solid and the writers block is made of adamantium we may drop down to 75 or 50 just to push this bitch out the door. Its not like I can't add them later, thats the whole point of the thing.
Speaking of code, things are going suprisingly well. I've had no real snags outside of inspiration and my unending personal failure, aesthetic design. Domination's in, the map (code) is in, non-battle regen is in, and yesterday I had some brilliant ideas for how summoning and dismissing beasts is going to work with the ui.
Off to work I go. Stay tuned.
Saturday, August 27, 2011
Welcome to The Hunting Grounds
Not that I'm anywhere near launch, but I needed a place to write down some of my thoughts so here we go. Thanks Google.
What is/are The Hunting Grounds? At its core, nothing more than a web based pokemon rip off. The goal is to make something for myself, or rather, the truly obsessive, which can be accessed over the web and picked up and put down as the hectic nature of life permits.
Players can indulge in one of three different roles, the collector, the champion, and the creator. Collectors do the stock pokemon thing of traversing the world capturing beasts and pitting them against each other. Champions do the fighting themselves, and collect fame and notereity based on the calibur of heads on their wall. Creators mate and engineer beasts to find more powerful variants, ultimately introducing new ones to the world.
There's lots more to tell, but to be honest I need to get back to it if anyone's ever actually going to read it. So, if any of that sounds exciting, follow or subscribe or trend or whatever bullshit blogger uses to feed their spam bots, and I'll try to post entertainment from time to time.
What is/are The Hunting Grounds? At its core, nothing more than a web based pokemon rip off. The goal is to make something for myself, or rather, the truly obsessive, which can be accessed over the web and picked up and put down as the hectic nature of life permits.
Players can indulge in one of three different roles, the collector, the champion, and the creator. Collectors do the stock pokemon thing of traversing the world capturing beasts and pitting them against each other. Champions do the fighting themselves, and collect fame and notereity based on the calibur of heads on their wall. Creators mate and engineer beasts to find more powerful variants, ultimately introducing new ones to the world.
There's lots more to tell, but to be honest I need to get back to it if anyone's ever actually going to read it. So, if any of that sounds exciting, follow or subscribe or trend or whatever bullshit blogger uses to feed their spam bots, and I'll try to post entertainment from time to time.
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