Okay, so I’ve been getting a bit worn down for the past couple weeks, and the stress-to-fun ratio of this project has been skewing towards the unpleasant side. Since I fundamentally do love making games, I really don’t want to get burned out by this. So, I’m taking a brief vacation – a week or two at most – and after that I should be returning to my weekly schedule with renewed energy and enthusiasm. I’m still full of ideas, and before too long I’m sure that I’ll be itching to make stuff once again. (I said “a week or two” because I may in fact not have the patience to go two whole weeks without making a game!) Meanwhile I may post the occasional toy as the mood strikes me.
Thanks for sticking around – you folks are awesome.
As abstract as this game is, it was indeed inspired by the title – “Neutronium Verge” brought to mind two things for me: density and thresholds. So I thought about a puzzle game about fitting things together densely, and something suddenly happening once a particular threshold of density was met. This is the result.
This game’s title was provided by Matt Kurtz.
Basic mechanics implemented. No scoring or anything yet. Need to figure out how to make the visual design “readable” before adding anything else to it; possible moves are hard to see, and cursor is either too obstructive or not visible enough against the background noise.
Sounds, scoring, and timer added.
After lots of struggling, frustration, and exhaustion, I basically just burnt out on this whole turn-based RPG thing. So here’s a kobold with a rocket launcher instead.
This game’s title was provided by Brandon Ferguson.
Menu system, one of approximately three tricky bits of this thing, seems to be working.
Menu system improved; question and “tooltip” present now.
Coding an RPG is a nontrivial task. Don’t worry, I’m still making this thing (and not chickening out and making a game about rocket-propelled grenades, either). Just giving everyone fair warning that this is going to be none of punctual, elegant, or balanced.