My Favourites

Not too much to report on Rimor since the demo upload, so I thought I would keep the blog active with a post about the games I have enjoyed most in my life.

First game

The first game I ever played was probably this handheld version of space invaders my friend had as a kid. We would take it in turns to have a go, with the occasional fight over it of course. Funny to think now that game could be made in an afternoon. Seemed so high tech at the time.


My first ever gaming system was the original gameboy – a big yellow brick (did the gray ones come first?). My favourite and first game on here must have been Super Mario World 2. I mean, is there anyone who doesn’t enjoy a good playformer? Obviously, I have mentioned being a fan of Pokemon in my childhood. Around the age of 10 I ate, slept and breathed it – as was the case with most kids my age at the time. I think the common consensus is that gold/silver was the pinnacle of the franchise and I would not argue there.

PC games

I have been playing PC games since my parents first came home with one. Does anyone remember the rat game bundled with Windows 98?

My all time favourite PC game would be Rollercoaster tycoon. I would hate to imagine the hours spent on that game – although time well spent in my opinion . I think the attraction with that game was the ability to create instead of the set world with most games. Which brings us nicely to another game – Black & White. I have no words for the awesomeness of this game. Despite the bugs and crashes, this game was ahead of anything I had played. Playing god was just as fun as it sounded, but unfortunately my copy of this game no longer works.

Finally – Minecraft. This game changed the way I look at games completeley. Before Minecraft my idea of a good game would have been some AAA fps. Now I realise the crappiness of that genre. Despite some poor efforts, I fully believe small studios and individuals are the way forward. People with are large input are more likely to be enthusiastic about their games and therefore produce better results. Hopefully this will happen with Rimor.

As I hope you have picked up, graphics are not a crucial element of good games for me. The core component is gameplay. Even story line, I do not value too highly given my preferred genres. I hope this gives you a little insight into my inspirations and a window into what Rimor may turn out to be.



Ok, I have decided that although the game is still FAR from complete that I will make a demo available for anyone who wants to take a look at the game because I appreciate that screenshots do not give a complete feel for the game.

The demo can be downloaded at:

Now also seems as good a time as any to write that to-do list. So here goes

  • Fully implement villagers (check out the weird movement in the demo!)
  • Create doors
  • Implement building interiors
  • Improve battles
  • Make creatures catchable
  • Implement caves
  • Add NPC quests
  • Make villages more interesting
  • Introduce some sort of stat system for creatures

That list is some things that I would like to achieve in the near future. Once these are out of the way I would like to concentrate on adding new types of areas, creatures, items etc.

If you do decide to play the demo, thank you for your time and comments would be appreciated. I hope you enjoy.

First look at Rimor


As promised, I have some screenshots of the game at this early stage. What I have at present is something looking close to a game, but could use fleshing out with new features. However, the engine of the game is running reasonably well after some refactoring to improve the way the game displays graphics. Anyway, on with the pictures….



This first screenshot shows one of the two (yes count them, a whole 2!) areas currently in the game. This area is a forest like area and is randomly generated. Not shown in this picture are creatures. In forests there are two possible creatures to find at present: rabbit or bee. These are also randomly generated. In future the variety of creatures will increase, but recently I have been focusing more on getting the game engine working well so have not been too concerned. I promise, more creatures will follow soon.



Here, you can see the initial battle scene. As I have mentioned, I have included Pokemon elements to this game. My reasoning here is that a normal RPG fight is fine, but I like the added dimension of collecting creatures. I also think that this gives more variety to battles.

I’m sure you notice that this screen is quite minimalist at the moment. It does the job, but could use some extra features to jazz up the place. Again, this is on my long to do list. However, my focus is getting the game to stage where it is fun to play quickly – aesthetics can come later!


Lets take a look now at the inventory. The menus are inventory – for items, and creatures – for creatures (duh). At the moment the creatures inventory is not implemented, so we will have to make do with the item inventory. 

Items are shown on the left and the list is scrollable so large inventories are not a problem. Players can click an item and place it on the inventory bar for use: lending some Minecraft mechanics. P.S. see the bottom left corner for a bunny in its natural habitat.



Next up is a look at the early implementation of villages. Like forests, these are randomly generated to make the game a little more interesting – and harder to code. Villages are a recent addition and so are far from complete, but the basic structure is there (houses). The fences actually took a while to do as they were a lot harder to code than I first thought.

The plan for villages is to have doors which you can enter buildings by. Either in their houses, or out in the town will be characters which you can interact with to obtain quests, trade and do whatever people do NPCs. A note on the doors: players will be able to make their own and create their own building interiors.



To finish things off I am showing off my mighty mansion I created with haste to put in this blog. The grandeur speaks for itself so I think a discussion on it would be redundant.

I will however, say a little about the workbench looking thing below my mansion. The workbench is where you will do all your crafting and is working fully right now, so that is one thing that is not on my to do list. Thinking about my mentions of the to do list, my next post will probably include a list of features I will implement in the near future and a list I will be hoping to implement at some point…

Also of interest to some people with be the language I am using for the game. Rimor is made exclusively in Java without any external libraries. At the moment the three languages I am best with are Java, C# and Python. Python seems a little on the slow side to make a game which runs nice and smooth and C# I associate more with work. My sprites have been ‘obtained’ from various forums with people giving their sheets to the world. However, to get a more consistent feel AND to ensure that the artists actually want their work in my game, I would gladly accept help to produce some nice art for Rimor.


First Post!


My name is Simon and I suppose as a first post I should introduce myself a little bit and more importantly, introduce Rimor. So lets give this a go…

A little about me

I will probably make a section in the future about myself, but I’ll start here anyway. As I have said, my name is Simon and I am a 23 year old database/software engineer from the North East of England but I will assume (safely) that no one reading this cares remotely about CRM systems.

I attended university at 18 and got a (crap) degree in physics. Doing this made me realise I had no interest in physics and so I did a years conversion/masters degree in computing at my local university – something I would have done originally but for the extremely poor quality of computing courses in UK secondary schools putting me off the idea. 

Armed with my new skills in programming I have been experimenting with game projects for a while now without coming close to completion. However, my latest game Rimor I have high hopes for.


I am a huge fan of Minecraft. Building within games appeals to me hugely, reflected in childhood favourites such as Rollercoaster Tycoon. Building plays a large part in Rimor without being yet another voxel based Minecraft clone. Instead the basis of Rimor is more akin to classic RPGs. Another childhood favourite Pokemon is an influence, with catchable creatures playing a role.

Exploration is also an integral part of the game as the game includes randomly generated areas. At present there are only 2 such areas, but hopefully soon I will have made an array of interesting places to explore.

I won’t say much more as it will deem future posts irrelevant, but pictures, gameplay videos and updates will follow shortly.

Thank you for reading. Hopefully in future, playing Rimor will make it worth your time. Continue reading