Invoking the monsters of my game, thoughts, and art

These days I'm making progress in the programming of my game. In this moment, I am creating all the features that each entity of my game needs to have.

I also made some illustration, "The killing moon", that maybe will be in the game or not. This is Tamzyn as a classical nymph, in the forest and in her most delicate shape. I still have to work more on it before I make it available as a print:

the killing moon by louis dubois nymph fantasy art female portrait

This is another one, called "Black feathers", of Tamzyn. I am making more less quantity and spending more time to finish works like this, trying to work on the ones that have more intense feeling. I search for the mystery, beauty, the depth in the expression, and the nature of ambivalent creatures of creation and destruction that dryads are. Here Tamzyn is the muse and model, dark haired this time,so it fits the black feathers. You can dream on a mansion in their palaces of the woods at late hours in the night, when everything is in silence, and you can hear her heartbeat. It's like a water drop in the dark pond of green.

The Black Feathers fantasy female portrait gothic dark red princess nymph


And now about the game, Caverns & Dryads...

The process I use for programming my game is this way: I think in everything that a monster can do, then in C# I create a data structure that supports the capacity of doing that. This way, for example, I can prepare a programming base of a monster that can have special attacks, vulnerability against certain weapons or kinds of magic, invulnerability to others, be the antagonist of a boss battle, or have powers like being poisonous, or fly, or whatever.

I am also creating the places. I already had a world map, but now I am creating the particular places, and the features they can have. I'll tell you more about all this in a future. 

For each place I set a music, a fauna (monsters),length of the path that our heroes will have to go through to get outside of the place, and other features.

Once I have this, I will continue maybe with the heroes, and the story. In the characters, I want to add features to support their personal situation, their skills at combat, their relationship, their special powers, spells that the wizard knows, skills of the warrior nymph... All of that. 

The story will require creating a logic system, that needs to measure a series of situations. I am thinking in something similar to the old game Alter Ego that was on the C64, but applied to my fantasy characters. And it will never end, because my game has no ending, but continuous changing situations.

Then once the entities of characters, story, places, monsters and others are created, the work that I will do is to connect it all together so everything becomes alive and coherent.

One topic I want to also tell you about, and I'm looking into, is how to define my game, for marketing purposes. Is it a roguelike? probably not, although it has lots of elements of that genre. Is it a dungeon crawler? Yes, but it doesn't work as most of them. Is it a RPG? Yes, in some way, but not the typical one neither. Then, what is it? I am taking the good parts of all those genres, and mixing them.

But this makes it a bit hard to market. I need to find some good texts to make people understand what it is about and what to expect in a right way.

I am also adding multi-language support. The game will be in English, Spanish and French. 

Stay tuned to know more about all this and upcoming features! :)


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