Archive for August, 2009
Collision detection finally working
After much struggling I finally got collision detection working. You can now swim around levels and that’s it
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However I have all the logic in place and tomorrow I will just work on content, content and content.

Crappy maths
I took an expensive option and used atan2() funcion to determine some direction. For some reason, it computes to weird results. Don’t want to debug it now, it’s only for the looks at the moment anyway.
Some Progress Is Still Progress
It’s not much:
But that little box on the lower right side of the screen? It’s moving around. I figured I should have something interesting to show while the time lapse capture is running. I am now going to take a long break for the evening to watch the Chicago Fire kick D.C. United’s butt. I’ll take pictures if I find any interesting food there. B-)
I know it’s a cliché…
Scientists are searching for water deep beneath the Earth’s crust. They set up their equipment and start to drill. Suddenly you realise that the water level is rising and the scientists are all in peril. You take to the skies in your trusty helicopter and try to save them.

A helicopter flies deep underground.
Or something like that. The one thing that’s certain is that rising water levels will play a part in this game. The actual game mechanic is still in a state of flux.
Got something running!
So I put my nose to the grindstone, and finally have a feature-less, but quite playable release! I’m heading to take a shower, and when the gf gets here, we’re heading to the dog park. I can’t wait to get back and really finish this up!
Announcing: The Narwhal Bacons At Midnight
- You are a narwhal!
Hey everybody, looks like it was time I made my first post on here. Anyhow, I thought I’d make something not quite what everybody else was making and therefore decided to focus on maximum meme-ness. I finally have the a good bunch of the base stuff finished and can finally move on to create more interesting stuff. For now, this screenshot is all there is:
My work place
I am working at this place, dangerously exposed to direct sunlight and have no support for my backbone as I’m sitting on a bed.

My inconvenient workspace
Woooo Collision

Collision, it rocks
I’ve been up to allot since the last post. I barely had the code started, and I got windows and moving around working well. After wasting a ton of time working on walls only to realize that the way I wanted to do them would infact take forever to do with all the different possibilities to consider. After giving up on that for simpler walls, and failing at one attempt to do collision I was somewhat discouraged, but after a quick walk around the block, I was back at it. I got collision working well now, and with all the basics set up, I can finally start focusing on actual game play.
I’d also like to note that this is the first time I’ve gotten this far with a game basically ever. I’ve known how to do it, but haven’t taken the time much, and have had to do a bunch of documentation reading (ug) to get the basics working.
Slime Take 3!
Well, I got my slime effect working. I just need to get it fast enough that it won’t skip frames like mad
It’s hard to get the idea from the screenshot, but animated it’s pretty slimy!

DiggR: I has FLOOD in my caves!
Saturday, August 29th, 2009 2:23 pmThe Cave Tentacle
First progress post, had hoped to do more but as we all know things can get backed up a bit.

Got the rigid constraints for the tentacle ‘rope’ sorted out as well as the main gameplay sprites. Still deciding whether or not to have gravity affecting it.
Polluted Caverns.

First ingame screenshot.
The mouse is working, more or less. It should be able to raycast the items properly.
The basic scripts of the items is working too.
Need to add the selection mode, and write the removal check code
Cavern Tycoon Progress…
Although I’ve just noticed that my screenshots haven’t really changed that much, I’ve made a huge amount of progress. The game is entirely playable–I only have one problem. There’s no real goal. It’s been designed as a sandbox game–the goal is expansion with the resources you have until you can’t expand anymore. Unfortunately, I fear that some people may not see this and wonder, “Where the goal is at?!”.
It is, however, far too late to turn around now–and I think that my concept could really be fun if people just see the point. I hope they do, and think they will. So here’s a progress shot.
Milestone
Saturday, August 29th, 2009 2:05 pmWell, I’m way behind schedule but I’ve finally hit an important milestone. I had hoped to get the chance to write more posts than this, but its been hard work to get to this point and I didn’t want to stop until I had something worth showing.
I’m trying to make a text adventure with a kind of Eye-of-the-Beholder-type first-person view.
Creating all the wall images and getting them to line up and everything has been a total pain, but that’s mostly done now, meaning I can move on to the actual text part of things. I’m really going to have to pick up the pace tomorrow if I’m going to get anywhere near the game I envisioned at the start =/
More progress… =]
very well the engine working… I have background… I have almost all the tiles I need… the hero character is fully animated… I have bats flying around the map =] and my cahracter can throw stuff slash jump and jump down platform and everything is awsome =] here you go a screenshot ^__^

Core game almost complete.
The core game is almost complete — now I just need to make my dudes fit into ‘slots’ in the cover, so there won’t be enough cover for everyone all the time. Then, it’s time to add some fun! Two squads, random enemy squads that move around and attack you (they’ll be really dumb…), exp, abilities, etc. I think this is going to be the most complete game I’ve ever submitted to LD
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