Thursday 20 November 2014

it is breathing

And crying a lot.

The delivery was a difficult one, with the mother passing away right after hearing the baby first cry.
.

.

.

Hooray! The mother is dead! No! Wait! I mean...


it is complicated

complicated. Very complicated.

A life threatening delivery...

Wednesday 19 November 2014

On the three hundred and thirteenth year...

On the three hundred and thirteenth year of the Chaos Era ...

      ... on a far colony of the long forgotten Empire of Azaria ...

            ... at the mouth of the river Ardente ...



... a new Hero was born!

Monday 22 July 2013

Return of the Deposed Duke

He is back. After months of exile, the mighty leader of the Majestic City of Azaria was seen in his way out of Xenopolis towards the Arake Range.

The news brought joy to some and insecurity to others. But even the most hopeful survivor of the Shattering start to become uneasy after a week has passed and no news of the Duke's progress had reached them. After all, the mountain cross is dangerous and many well armed groups vanished in the shadow of the White Walls.

After a long time I turned my attention back to PAR (Python Adventure RPG), the project that succeeded the doomed Azaria.
Understanding the code again was difficult at first since I utterly forgot how parser works and plenty of errors had to be corrected.

To be true, I don't know how long I will keep my focus on it or if I ever will finish. But I guess as long I do not completely delete it it would be fine.

Sunday 30 December 2012

The Shattering: The Great Earthquake that Buried Azaria

It is official: Azaria is DEAD! A massive earthquake in the Great Mountains of Arake buried the whole city, or at least, is what the travelers are saying. Nonetheless, the earthquake did cut all access to the White Jewel.

And so, it began the PAR. A new project based on the scraps of Azaria.
As for the name, PAR stands for Python Adventure RPG (with RPG standing for Role Playing Game, we have nested nests! Hooray!)

PAR follows the Azaria Project to the bone, being a text style game in the mold of the old-school fighting fantasy.
I'm still working on it but I have a serious improvement in the way I'm gonna handle all the information, now using ConfigParser. A better solution than having a impossible number of different files containing all the info and going around each one of then to link then all it was madness.

I'm still testing a few things to make it more dynamic but I do have all the events load ready to use.
The tests I'm doing, will be used with the Items, basically it will determine if I will have a single file with all the items or if I should separate by type (general purpose, weapon, ranged weapon, ammo and armor)

It is still a looong way before any thing playable being release. As a matter of fact, I didn't even set a git-repo for it.
The major difference between Azaria and PAR is that now, I'm writing every code first, instead of the doing like in Azaria where I write a bit of everything each time, and each time I had to change something in the game logic/mechanic I had to rewrite all the texts.

The first adventure, though, is conceptually ready. It was the first thing done actually so to have a idea of the kinds of events I would need to build. It is a single house entry, a 5 minutes play, even less, but it goes to over 50 events!

Sunday 21 October 2012

The White Walls of Azaria - improvements and update

Well, after a little hiatus I just resume working on Azaria.
The main goal, for now, is to shift completely the places/location based towards events based gaming. Let-me explain:

As of now, one would walk through the Mighty Roads of the White Jewel of the Great Mountains of Arake by just selecting it's next destination. That work fine when it is just walking around. But what happen when you have an hostile encounter that results in fight, or a neutral one where the result depends heavily in your Charm or even when you need a key to open a door so you can proceed. Well, as of now, this can't happen.
So, by changing to events based, if the event demand, it guide you where you want to go, and test your attributes, let you buy stuff and even fall to your death by crossing a bridge.
This also will fix another problem: quitting!

Whenever you want, the zero (0) choice (a hidden one by the way) will end the game. This can happen at any time and everything will be lost. You will have to start over.
But that's does't happen if you choose to just leave the city by the same way in came in. By handling the events instead of places, you will be able to leave Azaria if you will, and, of course, it will also end the game if you die, unless you want to walk around mindlessly as a dead being!

Wednesday 10 October 2012

A word from the Duke of Azar

I know I haven't pushing anything lately at Azaria Project. But, believe you or not, it is for a good cause. Let-me explain:

As I was finishing the outdoor layout of Azaria, The Chasm of Luck, I began to ponder how to best work out the events.
As I want to do something that won't be tied to Azaria, something that will be the same if I ever want a different story, having only to create the descriptions and connections between them; I had to do it very 'generalized'.
Before, I thought in add the events to the places' class but it wasn't going to work. So I tried the other way around, in working primary with events and then, if a given event demands it, shows something.
It is not as easy as it seems. And I'm being working on it for a while. I even did a very short story to try it. (Actually, two short story. The first wasn't that short so I made another one.)

Of course, I'm not working on it all the time. I had a few extra things to do in the past week, mostly related to my moving out to London.
Then again, I'm still working on it. Only when I've done with the events thing I will be pushing Azaria again. And I don't think it will be that soon.