Archive for April, 2011
Sleepytime
It’s 1:30AM in Australia and definitely time to hit the sack.
I’ve got the game mechanics working nicely and it is fun to play with. Now just need to add some AI, some goals, some polish and it’ll be done. An excellent place to leave it for the night.
The game will include single player and multiplayer. I’m more interested in the multiplayer because I love playing cool little games my my brother and sister. I’m making a game I want to play. The single player is being added so people can judge it easily for Ludum Dare. I’ll make a good effort to make that fun too though.
Here is what it looks like as I leave it for the night:
Goodnight all.
Red towers…
There be strange red towers on that there island…
And even strange effects in the water from your lamplight!
Note: Overwriting previous projects so only the latest post is relevant.
4 hours of coding in
heya, this is what i got up to now. spent the last four hours creating a level loader from png->level, though it looks very crappy. oh yeah, the game will be a platformer. what’s bugging me though is that i had an old tutorial of flixel, it seems which i followed yesterday evening, and only realized a short time ago that many functions are gone :/
left: the game, right, the level
i know i wasn’t sure if i want to participate or not, but when you’re in, you’re in i guess
Fantasy Arms Dealer
“It is dangerous to go alone,” he said. ”Take this.”
He handed me the sword, and his words infused me with courage.
But then I heard him say the same thing to the troll who was next in line.
Good morning! And Design Thoughts
I woke up this morning, and unfortunately my dreams didn’t help me come up with a cool game concept.
I started the day with a typical breakfast.
After my shower, I put on my custom Ludum Dare t-shirt.
I wore that shirt at the Ludum Dare Meetup at GDC 2011. And as I type this, it has been covered in white cat hair. Thanks, Diego. B-(
Throughout my morning, I’ve been thinking about game mechanics that wouldn’t require a full AI engine or physics or anything else complex. At first I was keen on getting rid of any entities besides the player’s avatar. After all, you’re alone, right?
But then I realized that I could make other entities follow simple rules. There doesn’t have to be decision-making or goal-driven actions or complex evaluations. Enemies or hazards can simply follow basic rules, so any decision-making is in the code when I write it.
And more and more, I’ve liked my Hot Potato idea that I mentioned last time. So here’s what I’ve come up with so far:
Your crack team of couriers have to delivery a very important package to a very important man who works for a very important organization. This man is standing in a busy plaza in the hopes of blending in with the crowd to avoid detection from secret agents who hope to intercept the package.
The plaza will be tile-based grid.
The play will be turn-based.
And hopefully the AI will be quite simple and dumb, yet effective. B-)
Some basic rules:
- Entities can move into adjacent tiles if they are free.
- Entities can also shove other entities into other tiles.
- A shoved entity pushed into an occupied tile will shove the other entity in the direction he/she is facing.
- Secret agents can’t be shoved.
- The very important package can be passed along to a teammate directly.
- Alternatively, if the package handler shoves a chain of people who end up shoving a teammate, the package can be passed through the chain.
- The very important man can only receive the package from the package handler directly. No chain can be used.
- If an agent gets the package instead, it’s game over.
- If the agents shove the package handler, it’s game over.
I think it can be an compelling game. My intent is to design the game so that if you try to deliver the package using only one courier, the agents will easily stop you, so you must rely on passing off the package to get it past the agents. The crowd may or may not grow/shrink in size as the game progresses. I don’t know how it will turn out, but I’ll have to do some paper prototyping to see if it has a chance of succeeding. BRB.
Stuff is dying
I have been up for 25 hours now (stupid work). I finally implemented the bullet collision and health system. So now I can shoot down bot controlled planes. Playable link is still:
http://www.monkeydev.com/unity/ld20/ld20.html
I am going to catch a few Z’s. When I get up I will make new graphics and get started on the real AI.
Back on track!
God damned. This morning I had to go to my company’s office to work, so no dev. Yesterday I went completely off at about 4 AM. I decided what kind of game I would make, looked at some tutorials and thought about the story of the game. As my game will be GUI intensive, I am switching to Flex and building to a SWF, as it is easier to use Spark components. My objective is to have a fully playable version (with a crappy mock story) by 1700 today.
characters
As usual, I’m off to a slow start; but I have the two characters modeled. Next I’ll give them some basic animations and switch to Unity. As far as mechanics, I’m thinking the pet will follow you, unless you select it and tell it to walk to a spot. You’ll use it to eat enemies and sniff out dangerous traps.
The Alone Sword – Update I

Basic movement, attack, field mechanics are in place. I did some of this on an airplane from Hawaii to Vancouver! Kind of cool… =)
Phase One – Complete
I’m finished the intro, movement and collision for my game! Now all that I have left to do is the creation of three different challenges and the artwork, along with the small amounts of coding I have left.


Also, hours of sleep? Zilch.
Pig With a Rig
Hmm? Got one other model mostly finished, just needs textured and rigged. Underlying code is starting to take shape, and I should be building my world before too long. Unfortunately going to be interrupted by 2 trips downtown today, but I think I’m doing pretty good so far
Finding some new ways to do things that I’ll probably apply back to my engine that I’m cannabalizing as a “library”.
Speedy folks!
I’m really impressed with the speed of the Action Script users on here, nicely done!
Things are going well for me in the land of C. For me, since I just started, that means I’m not confused and it doesn’t segfault. Screenshots later. I’m going to enter the jam I think, more relaxing
No Time
Unfortunately I had to work late last night and will need to be at work for most of the day today. However I do have a decent idea and I’m starting to put something together in case I’m luck enough to have tomorrow off. I will need to cut corners everywhere but I may still be able to squeeze something out. Anyway, here’s a screenshot of my progress…
Progress
Saturday, April 30th, 2011 7:57 amI have finished the basics, including a randomly generated level that automatically scrolls to the right. Unfortunately the code got fucked at some point so I can’t use it’s full potential. I also need to redesign the story and character. A simple robot holding a gun is neither creative nor graphically satisfying.
I should have prepared the engine a little earlier.














