This is a little game I've been working on for a while now, that really isn't that much of a game yet. It's just a core engine/menu system that's taken me forever to work the kinks out of. I plan on finishing up some combat stuff by the end of this week, but with it being summer, and having a job, stuff kinda' gets in the way.
You can check out updates here, or go to the game's website here.
What is Codename Fling?
It's an RPG/Dungeon Crawler with turn-based combat similar to Pokemon/Final Fantasy. I'm working with several artists/composers on top of myself to finish the core game and get a working alpha out there. Every time I can update, I do, and every time I can work, I'm working.
When will it be ready to actually play?
Well, you can play it now, but it's not much of a game. I'm assuming I can get a working game, i.e.-combat, loot, ect., within a month or two. But I don't know any exact dates.
Just having fun with this, and wanting to show some people all of the work I've put into it :biggrin.gif:
Sounds cool, I'll check it out.
I hope it doesn't have grinding, or I won't touch it. Also, generic RPG things are not my style either, so that would suck. Lastly, I'll come back here and make a quick review, I know it's still in development, but just to help you out with what is going on so far, so you can adjust it if you want to your players standers.
Here's a quick review or whatever.
Sudden jump of music when game starts. Loud, kinda scary.
Smooth movement in Race choice menu.
No ability to go back in menus.
Smooth player movement.
Nothing you can do with the other matte white people, soon to be developed feature?
Looks promising. Simple and retro, I like it. I can tell it's at the bare basics, but it looks fun, can't wait for more content! ;D
Yeah, I've not implemented the turn-based combat engine. It'll be on contact with the white matte creatures in the game world, and they'll be skeletons.
I'll add slimes and what-not later.
Still waiting on stuff from my new artist.
EDIT:
Running the updater downloads the newest client, which just fixes up some stuff and makes the ent/ite spawners in the game world invisible.
Also, how is the movement speed on the actual character? It feels a little slow to me, but I want some feedback from you guys.
EDIT2:
Added an art preview for the battle screen.
XNA is bad for PC games. Hugely bloated software makes me cry.
Oh, and for an updater just create a file with a number in it.
When the game starts, check the version number, against one stored in a file online. If they don't match launch a separate EXE (the updater) and close the game.
You can check out updates here, or go to the game's website here.
What is Codename Fling?
It's an RPG/Dungeon Crawler with turn-based combat similar to Pokemon/Final Fantasy. I'm working with several artists/composers on top of myself to finish the core game and get a working alpha out there. Every time I can update, I do, and every time I can work, I'm working.
When will it be ready to actually play?
Well, you can play it now, but it's not much of a game. I'm assuming I can get a working game, i.e.-combat, loot, ect., within a month or two. But I don't know any exact dates.
Just having fun with this, and wanting to show some people all of the work I've put into it :biggrin.gif:
Here are some art shots for the battle screen:
I hope it doesn't have grinding, or I won't touch it. Also, generic RPG things are not my style either, so that would suck. Lastly, I'll come back here and make a quick review, I know it's still in development, but just to help you out with what is going on so far, so you can adjust it if you want to your players standers.
Sudden jump of music when game starts. Loud, kinda scary.
Smooth movement in Race choice menu.
No ability to go back in menus.
Smooth player movement.
Nothing you can do with the other matte white people, soon to be developed feature?
Looks promising. Simple and retro, I like it. I can tell it's at the bare basics, but it looks fun, can't wait for more content! ;D
I'll add slimes and what-not later.
Still waiting on stuff from my new artist.
EDIT:
Running the updater downloads the newest client, which just fixes up some stuff and makes the ent/ite spawners in the game world invisible.
Also, how is the movement speed on the actual character? It feels a little slow to me, but I want some feedback from you guys.
EDIT2:
Added an art preview for the battle screen.
XNA with C#.
Fairly easy to use. But I'm a total self-taught loser.
I still haven't figured out how to use ingame updating using XNA, that's part of the reason it sucks so much.
And the updater is made with MMF2, because it's easyloool.
Maaaaaaaybe. :biggrin.gif:
Oh, and for an updater just create a file with a number in it.
When the game starts, check the version number, against one stored in a file online. If they don't match launch a separate EXE (the updater) and close the game.
Then do the updatery crap.
I know it's bulky, but it's all I know D:
I have just the way I want to do it; thanks for the idea!