Author Archives: Maynard Price

About Maynard Price

My name is Maynard Price. I am an undergraduate student at RPI (representing class of 2013 :D) majoring in computer science and minoring in game studies. I’m aiming to break into the game industry after I graduate, and so I’m developing a portfolio (currently too embarrassingly small or lame to bother posting). I have some experience in developing games in c++ using SDL, but I’m learning to program in AS3 using Flash Develop (probably with Flixel). I’m down for anything really. Small projects, big projects, etc. I just need experience and practice. I’ll be doing my own thing too, but I definitely need to get some practice working with others on larger projects.

Upgraded Combat Interface and New Video

Alongside a bundle of miscellaneous GUI polishing, the combat GUI has been almost completely redesigned. The overhaul is so complete that I made a new video playthrough that explains the whole thing here on the ToL youtube channel.

Posted in Game Dev | Leave a comment

New Game Modes: Exhibition, Escape

The past week has been spent implementing two additional game modes. “Exhibition” mode allows the player to create a character like normal, then select an enemy to fight on the next screen. You can select any enemy that you’ve unlocked … Continue reading

Posted in Game Dev | Leave a comment

Game System Refinements and New Enemies

Quite a bit has been done since the last post. The most obvious change is that all the old enemies are gone, replaced with new enemies sporting my own art. It isn’t much, but it will do for now. There … Continue reading

Posted in Game Dev | Leave a comment

Floors, Enemy Packs, and Encounter Rates

Up until now the monsters you encounter in ToL have been drawn completely at random from the library of all enemies. This has worked so far for the basic needs of testing combat and progression, but a more refined implementation … Continue reading

Posted in Game Dev | Leave a comment

Some Art and Stat Changes

A few classes (Ninja, Fencer, Hunter) have been made available. They and the original 3 classes (Knight, Scholar (was Mage previously), and Striker) have gained their own art. Player art now changes on the map and in combat based on … Continue reading

Posted in Uncategorized | Leave a comment

Sound and Art Upgrades

A few of the sound effect in ToL have turned out to be far more common than  expected, and thus far more annoying. They have been changed or toned down in order to make the game hurt the ears of … Continue reading

Posted in Game Dev | Leave a comment

GameFest Post Mortum

So, GameFest came and went and I got a lot of valuable playtesting, exposure, and feedback about Tower of London that I’ve used to inform my future design goals and ideas. A short snippet of the kind of feedback I … Continue reading

Posted in Game Dev | Leave a comment

GameFest Showcase

While ‘Tower of London’ is still a few months of from the projected release date, it will be getting some public exposure for the first time at an organized event this Saturday at the 10th annual GameFest event hosted by … Continue reading

Posted in Game Dev | Leave a comment

Cutscenes and Music

The cutscene feature is now functional. A cutscene consists of a series of text paragraphs accompanied by an image and a title. Currently, when you start a new game and upon the completion of each floor you are awarded with … Continue reading

Posted in Game Dev | Leave a comment

Saves, Character Creation, and Fog of War

The newest build of Tower of London features auto save. You may leave any game playthrough where you are still alive and come back to it later by selecting ‘Continue’ from the title screen, or start over by selecting ‘New … Continue reading

Posted in Game Dev | Leave a comment