Posts Tagged ‘flex’
I’m in for LD21!
It might not be my best effort, given as I’m starting a new job this week and I might be exhausted by the weekend, but I’m still going to give it my best!
I’ll be using Flixel as my library of choice, using DAME as a map editor, Photoshop for graphics, BFXR for sounds and, in the unlikely possibility of getting done fast enough, SunVox for some music.
Prepare for the competition!
EDIT: I just realised I sent a video in for the keynote speech under the name of “Cirr”. It’s another nick I use, just a shortened form of Cirrial. Don’t worry, Cirr is still me!
Today, after much faffing around I officially kick off my October Challenge game. After a long and heated debate between myself and an empty page in a notebook, I’ve decided to lower my sights considerably. I had intended to make a non-traditional tower defense game, I had two interesting aesthetics for this. One had the working title “In the Loop” and was centred around espionage networks intercepting information to stay relevant. The second was a hacker-orientated TD, where the towers are the various applications deployed in an effort to usurp control of the system.
Upon thinking about it, I realised that even though I have one of these ideas quite well fleshed out in design, to make it fun and interesting will take a hell of a lot of playtesting and iteration. So for this month I’m going to stick to tried and tested mechanics and make a traditional TD. The working title for this is “21 Days” since that is exactly how long I have to finish it and set it free.
My goals today are to get stand in creeps running around a tile-based map with quick and hacky A* directing them. Then get some grid-control and be able to plant towers (that do nothing yet). If I get this game polished up enough in the 21 days I might add a bit of meta-research, between levels you task scientists with researching technology dropped by creeps during the last mission, in order to develop more effective towers to help as the levels and creeps escalate. However, I’m going to focus on having a playable TD first.
Feature creep begone.
I’m developing in Flex/AS3 with Flashpunk. This is counter to my plans, as I had spent the better part of last week messing around in flixel. Flashpunk just seems that much more sensible, I can work far more quickly in it as I find its structure and usage much more intuitive, seems to me it was written more for programmers than flixel is.
Now, if I can resist the urge to play more Civilization I might actually achieve today’s targets….
Ok. I won’t have time to finish anything… the code is so spaghetti that I need a lot of glue…
But before the game… let’s see the food!
Now the time has come to do the job of a game designer. Decide what buildings and what updates they have for my game is SO PAINFUL… but here it is.
- Turret: A turret turret that turrets. Updates: More damage. More range. More speed.
- Updater: There is an updater for damage, for range, for speed and for resource collection. Cannot update other updates. Updates: More range. More updater.
- SUPER MISSILE MEGA TURRET OF HELL: My favourite. Shoots bombs. Updates: More damage… more range… more speed…the same as turrets =P.
- Blocker: This doesn’t shoot. But they’re very cheap. Useful for making paths.
- The super mega factory: There are three factories: wood, gold and rock. They are VERY EXPENSIVE but they collect resources over the time. Updates: More collection. More speed.
The sprites… well, I haven’t them yet, but I suppouse they’ll be very simple.
Uh… and the pirates. Here are the types of pirates:
- Pirate: They’re weack and with normal speed pirates. They’re the majority.
- Super pirate: A fat pirate. Has a lot of health but it’s slow.
- Speedy pirate: A very weack but very fast pirate.
- Boss: You don’t want them. Fast like normal pirates and have more health than super pirates.
And… TRAPS! (they can’t be updated)
- Glue: Makes pirates (and player =D) go slowest. 1 minute of duration.
- Bomb: Explodes and takes a lot of damage after 5 seconds. Be aware, they can damage player as well.
- Spikes: Takes damage as pirates walk on them. 15 pirates of duration.
I’m awake. I’m pretty happy with yesterday’s progress, but there’s still a lot to be done. Here’s my todo list:
- GOOD tutorial system. DONE
- PJ’s health (oh, if he’s too near from a pirate, the pirate will attack him). DONE
- Treasure’s health. DONE
- Building menu system.
- Life showed above the turrets.
- Upgrade menu system & upgrades.
- Enemies (yes. This has A* and all those things we all hate them =D).
- Changing the graphics. They have to be mine.
- And… if I can finish those, some beautiful effects and tweaking the game for a good playability.
Let’s see if I can finish my game!
16 hours and 30 minutes of almost non-stop of Ludum Dare.
The screenlogger has a lot of screenshots. And my game it’s so advanced.
Here it is! (click the screen to play)
The graphics are not definitive… trees and mines and the treasure are not mine.
Here are the instructions:
Move your player with arrow keys.
Get resources from a tree or a mine (rock or gold) pressing SPACE near it.
Build things using resources pressing SHIFT to go to the build menu, and then select the building you want to build. It’ll be built in front of you.
If you press SPACE near a building you will access to its upgrade menu system.
You have to defend your treasure from pirates as long as you can!
For now, you can only take resources. After the resource provider dies, it regenerates 1.30 minutes later.
Ok. 6 hours of almost non-stop programming… finally I can lunch!
Now the progress of the game…
Finally an idea has come to my brain! I’m gonna to make a kind of RTS game… but with only one player-controlled person… and this person is the player!
Yes! YOU collect the wood… YOU! collect the gold… and then build defenses… for the pirates!
The game will be called… Collect and protect!
I had a few hours of sleep and got back to work. I’ve now implemented player movement, gravity, collisions, etc., and just finished my class to handle animations.
Collisions caused me quite a bit of bother as I made a load of stupid mistakes (as usual), but they seem to be well and truly out of the way now.
I still need to pull the sprites I made over from my other computer so I won’t bother with a screenshot this time.
Implemented tiles. Okay, it’s still at the stage where everything is boring. I think after this one, I won’t post until I have something a little more visually stimulating.