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    <title>Epic of Serinor Dev Log</title>
    <link>http://www.eldritchthoughts.com/eoslog/</link>
    <description>eldritch05's Tripod blog</description>
    <lastBuildDate>Mon, 24 May 2010 01:16:20 -0500</lastBuildDate>
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      <title>Still on Skills</title>
      <link>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2022358</link>
      <guid>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2022358</guid>

      <description>&lt;br&gt;Spent part of my hour putting some of the skills I want my monsters to have into a format Verge will read.&amp;nbsp; I spent the rest of an hour on a parser that will put those skills into the monster&amp;#39;s struct when loaded.&amp;nbsp; Still needs some work.&amp;nbsp; After that, it&amp;#39;s getting a viable AI so that monsters use their skills.&amp;nbsp; Intelligently, preferably, but I&amp;#39;ll start with &amp;quot;at all.&amp;quot;</description> 
      <comments>http://www.eldritchthoughts.com/eoslog/control.comment?a=render&amp;blog_id=1345615&amp;entry_id=2022358</comments>
	
      <pubDate>Mon, 24 May 2010 01:16:20 -0500</pubDate>
      <source url="http://www.eldritchthoughts.com/eoslog/rss.xml">Epic of Serinor Dev Log</source>     
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    <item>
      <title>A Spell for Sorting</title>
      <link>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2020523</link>
      <guid>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2020523</guid>

      <description>&lt;br&gt;&lt;p&gt;My spellbooks are readable again.&amp;nbsp; Not overly descriptive, necessarily, but the concise descriptions are in, so I know what everything does again.&lt;/p&gt;&lt;p&gt;The depressing part is that this is in my design documentation, not the actual game.&amp;nbsp; I&amp;#39;ve got another hour or two putting it into a form Verge can read yet.&amp;nbsp; And then that again getting numbers and effects applied to them.&lt;/p&gt;&lt;p&gt;/sigh&lt;/p&gt;</description> 
      <comments>http://www.eldritchthoughts.com/eoslog/control.comment?a=render&amp;blog_id=1345615&amp;entry_id=2020523</comments>
	
      <pubDate>Mon, 17 May 2010 00:45:07 -0500</pubDate>
      <source url="http://www.eldritchthoughts.com/eoslog/rss.xml">Epic of Serinor Dev Log</source>     
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      <title>Return of the Spell Lists</title>
      <link>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2018293</link>
      <guid>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2018293</guid>

      <description>&lt;br&gt;&lt;p&gt;&lt;img src=&quot;http://www.eldritchthoughts.com/eoslog/words.jpg&quot; alt=&quot;&quot; width=&quot;642&quot; height=&quot;482&quot; /&gt;&lt;/p&gt;&lt;p&gt;So it turns out I should have done a bit more data entry back when I was complaining about it... however long ago that was.&amp;nbsp; See, when I came back to my spell lists to give my new, classed monsters nifty things to do, well, I didn&amp;#39;t know what half the names in the list meant anymore.&amp;nbsp; So.&amp;nbsp; I went back in and spent another couple of hours working on data entry so I know what in the world I was thinking when I named spells.&amp;nbsp; Like True Strike and Vital Strike, right there next to each other.&amp;nbsp; Same controlling attribute, same tier...&amp;nbsp; Which was what?&amp;nbsp; Fortunately I kept a list of the effects each attribute controlled or this would have been much, much worse.&lt;/p&gt;</description> 
      <comments>http://www.eldritchthoughts.com/eoslog/control.comment?a=render&amp;blog_id=1345615&amp;entry_id=2018293</comments>
	
      <pubDate>Sun,  9 May 2010 22:44:37 -0500</pubDate>
      <source url="http://www.eldritchthoughts.com/eoslog/rss.xml">Epic of Serinor Dev Log</source>     
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    <item>
      <title>Classy Monsters</title>
      <link>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2016008</link>
      <guid>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2016008</guid>

      <description>&lt;br&gt;&lt;p&gt;So this is how monster design tended to go in the original Serinor:&lt;/p&gt;&lt;ol&gt;&lt;li&gt;I came up with a general theme for the dungeon/region.&lt;/li&gt;&lt;li&gt;I statted out a basic template for an enemy.&lt;/li&gt;&lt;li&gt;I duplicated this monster multiple times making small tweaks in health or skills.&lt;/li&gt;&lt;li&gt;I asked an artist to draw me a picture of my sample monster.&lt;/li&gt;&lt;li&gt;I&amp;nbsp;duplicated picture multiple times making small tweaks in color or details.&lt;/li&gt;&lt;/ol&gt;&lt;p&gt;This did not make for exciting work, either in design or in play.&lt;/p&gt;&lt;p&gt;Every game I play has an influence, somehow, on the my game designs.&amp;nbsp; Currently, that&amp;#39;s Guild Wars, and as I began to work through the above series of steps, it brought me to what seemed, at the time, a novel revelation.&amp;nbsp; If all the heroes have a class, why can&amp;#39;t the monsters?&amp;nbsp; In retrospect, it seems trivial and obvious, but it was a big deal when it came up.&amp;nbsp; It was also very late at night, and I may have been somewhat over-tired, but if that&amp;#39;s the mindset it takes to come up with things like this then by the gods, so be it.&lt;/p&gt;&lt;p&gt;Serinor&amp;#39;s new classes are designed perfectly for this sort of thing.&amp;nbsp; They focus on one statistic but have room for lots and lots of customization.&amp;nbsp; So a given dungeon/region is populated by five or six monsters, which is a fair amount of variety in my experience with similar games (Dragon Warrior.)&amp;nbsp; You&amp;#39;ll have your strength monster, which will pound you with physical attacks/skills.&amp;nbsp; The will monster to use elemental attacks.&amp;nbsp; A psyche monster to heal or protect.&amp;nbsp; It not only makes design simpler, it makes combat more interesting and varied across the game.&amp;nbsp; The player knows he&amp;#39;s going to encounter a general set of monster roles in any given location, but each role can change drastically in execution from place to place.&amp;nbsp; And it makes the ones that break their role or multiclass stand out that much more.&lt;/p&gt;&lt;p&gt;After I stumbled upon this gem, my demons almost designed themselves.&amp;nbsp; Almost, of course.&amp;nbsp; But I had the general theme, so I just had to pick attacks, skills, and spells from my already established lists to flesh them out.&amp;nbsp; Now they just need to reach an artist.&lt;/p&gt;</description> 
      <comments>http://www.eldritchthoughts.com/eoslog/control.comment?a=render&amp;blog_id=1345615&amp;entry_id=2016008</comments>
	
      <pubDate>Mon,  3 May 2010 00:44:41 -0500</pubDate>
      <source url="http://www.eldritchthoughts.com/eoslog/rss.xml">Epic of Serinor Dev Log</source>     
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    <item>
      <title>Hi Ho</title>
      <link>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2013434</link>
      <guid>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2013434</guid>

      <description>&lt;br&gt;&lt;img src=&quot;http://www.eldritchthoughts.com/eoslog/Dwarf.png&quot; alt=&quot;&quot; width=&quot;166&quot; height=&quot;133&quot; align=&quot;left&quot; /&gt;Whereas my my week in Serinor was spent in vague struggles with monster roles/concepts (how varied should fights be in a simple combat system?), Dratz proved to be more productive.&amp;nbsp; I&amp;#39;ve now got a full set of dwarf faces, seen here.&amp;nbsp; You may wonder about my definition of full, since there are very obvious gaps here.&amp;nbsp; &amp;quot;Full&amp;quot; in this context refers to all of the hero sprites Gayo did before the Great Drought.&amp;nbsp; So I have a picture for each unique dwarf.&amp;nbsp; Now I just need more unique dwarves.&amp;nbsp; Thirteen of them, apparently.</description> 
      <comments>http://www.eldritchthoughts.com/eoslog/control.comment?a=render&amp;blog_id=1345615&amp;entry_id=2013434</comments>
	
      <pubDate>Mon, 26 Apr 2010 00:31:48 -0500</pubDate>
      <source url="http://www.eldritchthoughts.com/eoslog/rss.xml">Epic of Serinor Dev Log</source>     
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    <item>
      <title>Learning from Experience</title>
      <link>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2010832</link>
      <guid>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2010832</guid>

      <description>&lt;br&gt;&lt;p&gt;&lt;img src=&quot;http://www.eldritchthoughts.com/eoslog/leveluptut.jpg&quot; alt=&quot;&quot; width=&quot;640&quot; height=&quot;480&quot; /&gt;&lt;/p&gt;&lt;p&gt;Since I didn&amp;#39;t actually accomplish any of the things I intended to this week, I went back into the level up scripting since I knew that it was a mess.&amp;nbsp; Tinkered around with the actual mechanism a bit then added scripting for the level up portion of the tutorial.&amp;nbsp; Which did two other things.&amp;nbsp; First, I can add before/after battle special events.&amp;nbsp; Secondly, I discovered a disagreement in variable order between saving and loading files.&amp;nbsp; Fortunately, I managed to find the discrepancy fairly easily.&amp;nbsp; It&amp;#39;s always nice when odd run-time bugs are in the first place you go looking for them.&lt;/p&gt;</description> 
      <comments>http://www.eldritchthoughts.com/eoslog/control.comment?a=render&amp;blog_id=1345615&amp;entry_id=2010832</comments>
	
      <pubDate>Sun, 18 Apr 2010 23:48:17 -0500</pubDate>
      <source url="http://www.eldritchthoughts.com/eoslog/rss.xml">Epic of Serinor Dev Log</source>     
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    <item>
      <title>Quality of Life</title>
      <link>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2008423</link>
      <guid>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2008423</guid>

      <description>&lt;br&gt;&lt;p&gt;&lt;img src=&quot;http://www.eldritchthoughts.com/eoslog/inn.jpg&quot; alt=&quot;&quot; width=&quot;640&quot; height=&quot;480&quot; /&gt;&lt;/p&gt;&lt;p&gt;It&amp;#39;s possible to sleep again, which I know is a big deal to the group I had wandering around Achiela Island and fighting my test demons.&amp;nbsp; I also finished the retiming of the menus, so I think everything slides at the proper rate now.&lt;/p&gt;&lt;p&gt;These things I should do next week, because they don&amp;#39;t require me to be sitting at a computer to do them:&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Design the layout of the ruins of Achiela&lt;/li&gt;&lt;li&gt;Design the demons I want stalking the ruins/island&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;That list was longer, but it&amp;#39;s best to stay small.&amp;nbsp; I never end up having as much time as I want.&lt;/p&gt;</description> 
      <comments>http://www.eldritchthoughts.com/eoslog/control.comment?a=render&amp;blog_id=1345615&amp;entry_id=2008423</comments>
	
      <pubDate>Sun, 11 Apr 2010 23:51:41 -0500</pubDate>
      <source url="http://www.eldritchthoughts.com/eoslog/rss.xml">Epic of Serinor Dev Log</source>     
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    <item>
      <title>Alternative Amusement</title>
      <link>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2006095</link>
      <guid>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2006095</guid>

      <description>&lt;br&gt;&lt;p&gt;&lt;img src=&quot;http://www.eldritchthoughts.com/eoslog/qco-ss1.jpg&quot; alt=&quot;&quot; width=&quot;640&quot; height=&quot;480&quot; /&gt;&lt;/p&gt;&lt;p&gt;So I had an entire week off from work.&amp;nbsp; A nice, relaxing staycation.&amp;nbsp; I intended to spend a day of it working on Serinor.&amp;nbsp; Instead, I spent half a day playing Guild Wars with Carnok and the other leafing through my old notebooks.&amp;nbsp; I took pieces of an old, dead world I worked on in middle school and merged it with pieces of an old, dead game concept to teach myself something about mouse-driven interfaces.&amp;nbsp; You&amp;#39;d think I could work on, oh, I don&amp;#39;t know, Mason&amp;#39;s Memoirs or Echoes of Llygam, something extant that could use some work.&amp;nbsp; No.&amp;nbsp; I build something from the ground up.&amp;nbsp; This is why I never get actual work done.&lt;/p&gt;&lt;p&gt;The screen above reacts to the mouse.&amp;nbsp; You can reassign stat points, you can change between party members, and everything updates like its supposed to.&amp;nbsp; Until you leave the Party tab.&amp;nbsp; Then you can change between the tabs, but nothing ever comes back on the screen, even if you go back to party.&amp;nbsp; Not particularly functional.&lt;/p&gt;&lt;p&gt;It did teach me a good bit about how to craft a logical, mouse-driven interface in VC, without any sort of objects to speak of.&amp;nbsp; I don&amp;#39;t know that I&amp;#39;ll use it, but Llygam and Mason could benefit from some of the technical aspects I put together.&amp;nbsp; Not that, you know, either of them have much larger issues unrelated to the programming of their interface.&amp;nbsp; No, not at all.&lt;/p&gt;</description> 
      <comments>http://www.eldritchthoughts.com/eoslog/control.comment?a=render&amp;blog_id=1345615&amp;entry_id=2006095</comments>
	
      <pubDate>Mon,  5 Apr 2010 00:48:55 -0500</pubDate>
      <source url="http://www.eldritchthoughts.com/eoslog/rss.xml">Epic of Serinor Dev Log</source>     
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      <title>Another Week On the Road</title>
      <link>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2003768</link>
      <guid>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2003768</guid>

      <description>&lt;br&gt;&lt;p&gt;Dratz continues to carry the team with actual digital work, as I spent the weekend away from my computer, &lt;strike&gt;looting&lt;/strike&gt; emptying my grandfather&amp;#39;s house.&amp;nbsp; I have new menu/portrait faces for my handful of male dwarves from him, and I spent my hours in the car plotting out some story elements, primarily on how to transition from tutorial to game.&amp;nbsp; Though there was still some end-game thrown in there.&amp;nbsp; Serinor&amp;#39;s always had an open world, and I want to keep that.&amp;nbsp; But you still have to have the entire world on your side to win.&amp;nbsp; The trick is to make that required without arbitrary hurdles.&amp;nbsp; That specific races have unique abilities makes it a much easier process.&lt;/p&gt;</description> 
      <comments>http://www.eldritchthoughts.com/eoslog/control.comment?a=render&amp;blog_id=1345615&amp;entry_id=2003768</comments>
	
      <pubDate>Sun, 28 Mar 2010 23:18:14 -0500</pubDate>
      <source url="http://www.eldritchthoughts.com/eoslog/rss.xml">Epic of Serinor Dev Log</source>     
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      <title>Menu Time (GMT-timer)</title>
      <link>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2001566</link>
      <guid>http://www.eldritchthoughts.com/eoslog/index.blog?entry_id=2001566</guid>

      <description>&lt;br&gt;&lt;p&gt;I retimed the menus so they should scroll at the same speed regardless of processor speed.&amp;nbsp; There are a couple holdouts, but the primary scrolling is done.&lt;/p&gt;&lt;p&gt;I feel silly posting things when I&amp;#39;m really only doing my bare minimum of one hour&amp;#39;s worth of work.&amp;nbsp; But then, that&amp;#39;s probably why I&amp;#39;m the only active Gruedorfer left.&amp;nbsp; Because everybody else is hard at work, but don&amp;#39;t want to post things as lame as &amp;quot;I retimed all the menus so they should scroll at the same speed regardless of processor speed.&amp;quot;&lt;/p&gt;&lt;p&gt;Right?&lt;/p&gt;</description> 
      <comments>http://www.eldritchthoughts.com/eoslog/control.comment?a=render&amp;blog_id=1345615&amp;entry_id=2001566</comments>
	
      <pubDate>Sun, 21 Mar 2010 22:29:33 -0500</pubDate>
      <source url="http://www.eldritchthoughts.com/eoslog/rss.xml">Epic of Serinor Dev Log</source>     
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