Type Quest is a old-school top-down RPG with a "type-to -do-command" game mechanic.
More outlining, more GUI, more monkey business. The engine is taking form, and a lot of assets are being worked in. One major addition to the engine is...
development log december 17th.
Coding away at some nifty engine features like pixel outlines, dynamic player attack animations & fixing some annoying bugs.
development log december 13th
Back to coding the game. Map loading, sprites, animation systems, this game has it all!
development log december 10th
Taking a small break from code tonight. Was filling in the clothes in the sprites. Colored fills, insta-jump-suit.
taking a quick break from coding
Working with both native AIR as well as web SWF is a pain, but I've sorted things out, which means there will be a live tech-demo on the site very soon!
typequest® development log: building for web & native
TypeQuest now has a website. I will be posting updates on the general game mechanics over there, and try to collect all the development logs & changelogs...
typequest website
To be able to generate dynamic maps, I will need to have some sort of pseudo random number generator, which generates a random number from a predetermined...
random numbers & seeds
The maps will be generated pseudo-random; with new chunks of content every time you start a new game.
rules for procedural map generation
Development progress update. A lot of new tools are now available in both the editor, as well as inside the main engine.
development log november 30th.
A lot of stuff can happen on a week in a indie project. TypeQuest is getting off the ground quickly, the team is growing, and a lot of code is falling...
a week later
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