Of Ducks, and Consoles
Ted is wrapping up to a close now. We're at about 99% completion, and into the most boring, retarded, will-to-live-sucking part of the development cycle. Namely I replace placeholder art with finished art. Also, I make sure that menus interface correctly and line up the right way. It's time consuming, and very boring, but the game is almost done. I won't post another update to the demo until the game is complete, should be in the next two weeks (I say that alot don't I), absolutely positively before the 1st of the year. I should mention that, as expected, the name Ted the Bastard Sloth Saves Some Lake was officially scrapped and replaced with the kid-friendly Ted the Fleet-Footed Sloth Saves Some Lake. I tried to have it changed to Ted the Unfathred Sloth Saves Some Lake which I thought would have been awesome, but my sense of humor just wasn't understood.
I know I mentioned this before but Duck Slaughter 2 has been put on hold, indefinitely. It's just not the kind of project I am looking to do right now. Actually as I'm typing this I may take the project in a new direction, like a side scroller or something more along the lines of where I want my future projects to be. At this point I'm really not keen on doing another mouse shooter, it would be like a step backwards, even if it's got a lot of polish.
The next Charlotte Game Dev (henceforth known as CGD) project won't start until the beginning of the year. In the meantime I've started working on the sequel to Console Combat (uniquely named Console Combat 2). The motivation is that it is the kind of the game I would like to be completing in the future, and I think it will be a lot easier to create the game as text-only and then add a graphical component to it, than it would be to start the game from scratch as a 2d adventure. It also gives me a lot of good practice using objects and managing things that aren't really on screen, as well as managing larger code files and better code structuring.
As for the game itself, Console Combat 2 (henceforth known as CC2) is much like the first Console Combat. You control a character in a D&D style text game. The biggest difference in the second one is that instead of fighting in one arena, you will be experiencing a world. Once the game starts, you start off in a "safe" location, and then you traverse the world looking for dudes to fight. Equipment can be purchased at armories and smiths, money can be handled at banks. The game is a single-player MUD if you've ever played one. I have taken out the character creation element for now because I want to tie the game into a story when I make it 2d and so that element didn't really fit in with where I was going. Essentially, when I'm done, it will be a text adventure with graphics for the room (kind of like the interface for Kings Quest). In each room there will be a menu where you can fight, view your stats, or go in a different direction. The menu options change based on what room your in. Can't even give an estimate on a completion date. Some of my code can be reused some can't. How much I can reuse drastically changes the completion time, and I'm not sure how long it will take once the game is done to take it into a 2d adventure.
Check the site for updates to everything, I'll be adding a new section to my projects which will be called "Demos." It will basically be a section for things that aren't games that I've done but still should be on the site. My bike game that I did a few months ago is specifically why I'm creating it.
I know I mentioned this before but Duck Slaughter 2 has been put on hold, indefinitely. It's just not the kind of project I am looking to do right now. Actually as I'm typing this I may take the project in a new direction, like a side scroller or something more along the lines of where I want my future projects to be. At this point I'm really not keen on doing another mouse shooter, it would be like a step backwards, even if it's got a lot of polish.
The next Charlotte Game Dev (henceforth known as CGD) project won't start until the beginning of the year. In the meantime I've started working on the sequel to Console Combat (uniquely named Console Combat 2). The motivation is that it is the kind of the game I would like to be completing in the future, and I think it will be a lot easier to create the game as text-only and then add a graphical component to it, than it would be to start the game from scratch as a 2d adventure. It also gives me a lot of good practice using objects and managing things that aren't really on screen, as well as managing larger code files and better code structuring.
As for the game itself, Console Combat 2 (henceforth known as CC2) is much like the first Console Combat. You control a character in a D&D style text game. The biggest difference in the second one is that instead of fighting in one arena, you will be experiencing a world. Once the game starts, you start off in a "safe" location, and then you traverse the world looking for dudes to fight. Equipment can be purchased at armories and smiths, money can be handled at banks. The game is a single-player MUD if you've ever played one. I have taken out the character creation element for now because I want to tie the game into a story when I make it 2d and so that element didn't really fit in with where I was going. Essentially, when I'm done, it will be a text adventure with graphics for the room (kind of like the interface for Kings Quest). In each room there will be a menu where you can fight, view your stats, or go in a different direction. The menu options change based on what room your in. Can't even give an estimate on a completion date. Some of my code can be reused some can't. How much I can reuse drastically changes the completion time, and I'm not sure how long it will take once the game is done to take it into a 2d adventure.
Check the site for updates to everything, I'll be adding a new section to my projects which will be called "Demos." It will basically be a section for things that aren't games that I've done but still should be on the site. My bike game that I did a few months ago is specifically why I'm creating it.

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