{"author_name":"superjoe","cat":"MiniLD","comments":[{"author_name":"Nsmurf","time":"July 25, 2013 1:23 pm","epoch":1374776580,"text":"Submit to opengameart!<br \/>\n As a programmer who sucks at art, I&#8217;d love to have those sprites <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/>","spam":"N"}],"epoch":1374751020,"likes":2,"metadata":{"p_key":"42289","p_author":"superjoe","p_authorkey":"24697","p_urlkey":"77912","p_title":"Pillagers! 7dRTS Game Development Journal \u2013 Day 3","p_cat":"MiniLD","p_event":"LD27","p_time":"1374751020","p_likes":"2","p_comments":"1","p_status":"UPD5","us_key":"24697","us_name":"superjoe","us_username":"superjoe","event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p>This article is copied from <a href=\"http:\/\/andrewkelley.me\/post\/pillagers-7drts-game-dev-journal.html#day-3\">my personal blog<\/a>.<\/p>\n <p>Today Michael gave me the first music track he composed for the game and I am impressed. I am excited to have professional sounding music for a change.<\/p>\n <p>That being said, the first thing I did after inserting the music into the game was program a mute button so that I could keep listening to techno while I coded.<\/p>\n <p>Michael also delivered an electric explosion sound effect that works perfectly.<\/p>\n <p>I mentioned yesterday that I could not find a meteor graphic to use on\u00a0<a href=\"http:\/\/opengameart.org\/\">opengameart.org<\/a>. I actually did end up finding\u00a0<a href=\"http:\/\/opengameart.org\/content\/rocks\">art that works really well<\/a>\u00a0by searching for &#8220;rock&#8221;.<\/p>\n <p>You can see the three rock types in the current spritesheet for the game which is autogenerated by\u00a0<a href=\"https:\/\/github.com\/superjoe30\/chem\/\">chem<\/a>:<\/p>\n <p><img alt=\"\" src=\"https:\/\/s3.amazonaws.com\/superjoe\/blog-files\/pillagers-7drts-game-dev-journal\/day-3-spritesheet.png\" \/><\/p>\n <p>The first thing I did today was create a electrical disintegration animation, and I&#8217;m pretty pleased with the result:<\/p>\n <p><img alt=\"\" src=\"https:\/\/s3.amazonaws.com\/superjoe\/blog-files\/pillagers-7drts-game-dev-journal\/day-3-disintegrate.gif\" \/><\/p>\n <p>I wonder if this is considered good enough to submit to\u00a0<a href=\"http:\/\/opengameart.org\/\">opengameart.org<\/a>.<\/p>\n <p>After I finished that animation, I worked hard and had a productive day:<\/p>\n <ul>\n <li>3pm &#8211; Finished electrical disintegration animation and added sound effect to game.<\/li>\n <li>3pm &#8211; Added in Michael&#8217;s background music and made it so you can toggle it with M key.<\/li>\n <li>5pm &#8211; Added meteors with collision detection.<\/li>\n <li>5pm &#8211; Fixed &#8220;ships rotating for no reason&#8221; bug.<\/li>\n <li>6pm &#8211; Inserted a new Level 1 &#8211; meteor field that you have to navigate through.<\/li>\n <li>7pm &#8211; Created a spastic portal graphic and added it to the level.<\/li>\n <li>7pm &#8211; Fixed navigation bug for ships equipped with backwards thrusters.<\/li>\n <li>9pm &#8211; Fixed scrolling when manual overriding.<\/li>\n <li>11pm &#8211; Added a UI pane when ships are selected.<\/li>\n <li>12am &#8211; Added a mini-map.<\/li>\n <li>1am &#8211; Made it so you can send ships into a portal.<\/li>\n <li>3am &#8211; Made it so selected portal shows what&#8217;s inside it.<\/li>\n <li>4am &#8211; Added ability to send ships out of a portal.<\/li>\n <li>5am &#8211; Added announcement support.<\/li>\n <li>6am &#8211; Made your convoy show up on the level complete screen.<\/li>\n <li>6am &#8211; Added stats to the level complete screen.<\/li>\n <li>8am &#8211; Finished level complete screen so that you can get to the next level.<\/li>\n <\/ul>\n <p>The source tree has grown quite a bit since last time I checked, up to 2,704 lines:<\/p>\n <pre>   49 src\/bullet.js\n 77 src\/credits_screen.js\n 43 src\/flag_ship.js\n 30 src\/fx.js\n 73 src\/game.js\n 34 src\/game_over_screen.js\n 178 src\/level_complete_screen.js\n 20 src\/main.js\n 81 src\/meteor.js\n 58 src\/militia_ship.js\n 91 src\/physics_object.js\n 82 src\/portal.js\n 60 src\/ranger_ship.js\n 37 src\/sfx.js\n 449 src\/ship_ai.js\n 177 src\/ship.js\n 7 src\/ship_types.js\n 57 src\/squad.js\n 933 src\/state.js\n 23 src\/team.js\n 105 src\/title_screen.js\n 35 src\/turret_ship.js\n 5 src\/uuid.js\n 2704 total<\/pre>\n <p>I actually feel pretty good about the code organization right now. I have only had to pause progress and refactor 2-3 times and each time it was mostly painless.<\/p>\n <p>Enough of the technical stuff. Let&#8217;s see some screenshots.<\/p>\n <p>Here&#8217;s one of the meteor field level you start out in:<\/p>\n <p><img alt=\"\" src=\"https:\/\/s3.amazonaws.com\/superjoe\/blog-files\/pillagers-7drts-game-dev-journal\/day-3-screenshot.png\" \/><\/p>\n <p>Here&#8217;s what it looks like when you finish the level:<\/p>\n <p><img alt=\"\" src=\"https:\/\/s3.amazonaws.com\/superjoe\/blog-files\/pillagers-7drts-game-dev-journal\/day-3-level-complete.png\" \/><\/p>\n <p>And here&#8217;s me giving a walkthrough of the progress made today:<\/p>\n <p><a href=\"https:\/\/www.youtube.com\/watch?v=yL-C7-h34qM\">https:\/\/www.youtube.com\/watch?v=yL-C7-h34qM<\/a><\/p>\n <p>My TODO list is getting a bit unruly. I&#8217;ve divided it into &#8220;next steps&#8221; and &#8220;nice-to-have&#8221;s:<\/p>\n <p>Next steps:<\/p>\n <ul>\n <li>Add text instructions in Level 1 to explain the controls and how to beat the level.<\/li>\n <li>Make it so that you start out the next level with the same fleet that you exited with.<\/li>\n <li>Show your cash in the UI<\/li>\n <li>Allow you to create ships that you unlock by spending cash.<\/li>\n <li>Insert a level between 1 and 2 with some attackers. You&#8217;ll have to build some Ranger ships to defend your Flagship.<\/li>\n <\/ul>\n <p>Nice-to-haves:<\/p>\n <ul>\n <li>Figure out why the game slows to a crawl when many ships are added and then deleted.<\/li>\n <li>Experiment with speed cap on ships. (I&#8217;m reluctant to do this one &#8211; I like the idea of high-velocity dogfighting.)<\/li>\n <li>If Ranger is in range, don&#8217;t accelerate toward target.<\/li>\n <li>Fix the thruster sound glitchiness<\/li>\n <li>Each command should draw something on the screen to indicate that something is commanded. (Some commands do this already.)<\/li>\n <li>When forming a squad, don&#8217;t assume all ships have the same radius.<\/li>\n <\/ul>\n <p>And now I must rest. I am exhausted.<\/p>\n <p>&nbsp;<\/p>","time":"July 25th, 2013 6:17 am","title":"Pillagers! 7dRTS Game Development Journal \u2013 Day 3"}