Still a work in progress

Leviathan is being refitted in the secret hideout

Leviathan is being refitted in the secret hideout


So, It doesn’t look like I’ll be able to finish on time. I’m not really sure how close I am to finishing. A lot of the mechanics and data structures are working, but it’s the little stuff which is the most time consuming, like bugs, adjusting values, chopping up graphics, etc.

Seen here is the refit hideout, which is pretty much functional. What’s left is… connecting this game mode to the half finished shooter game mode. While I don’t have any enemies yet, they already have some data structures in place.

Anyways, tomorrow is a busy day, so I won’t be doing anymore work tonight. Goodnight folks.

Comments

25. Apr 2010 · 23:21 UTC
Your creative process is really inspiring, looking forward to a playable version of this.
25. Apr 2010 · 23:42 UTC
I just realized that the reflection of the islands in the water would probably be darker than the sea blue (a blue which is partly a reflection of the bright sky). Oh well.
geti
26. Apr 2010 · 04:16 UTC
;-;

sucks that you didn’t finish, i want a playable version. That shot looks very nice.
26. Apr 2010 · 05:46 UTC
Aw, poor slave octopus laborers. The wrench guy looks moderately pleased with his situation non the less though. Maybe he has a secret passion for oversized artillery? Being an action/arcade-inclined guy, I’d rather like to see the shooter mode prototyped to a playable state. Would it be realtime and directly controlled, or more like an artillery/tank game where you take turns and aim etc?
Tyler
26. Apr 2010 · 05:46 UTC
Awesome. It seems a little out of scope for the challenge, but certainly a playable game. Looking forward to it.
26. Apr 2010 · 07:50 UTC
I wasn’t very active the first day. If I have had those 10+ hours I wasted, I might have had something playable. The game mechanics are quite simple. I don’t have to code AI, tricky physics, or optimization requiring thingamajibs. However, there was still a lot to do, since I wrote the code from scratch in BlitzMax. I could’ve saved a lot of time if I had used my own GUI includes.
geti
26. Apr 2010 · 08:31 UTC
Wow, it looks like your usual amount of thought went into this. Should be awesome, hopefully I can get it to compile if your laptop is still being slow 😛
26. Apr 2010 · 11:39 UTC
It’s not compiling that is slow. BlitzMax compiles most of my programs in under 5 seconds. However, I don’t have a network (or dropbox), so I have to transfer files on an USB key, compile, zip up, and it’s a bit of a hassle when the deadline is tight.
geti
02. May 2010 · 08:20 UTC
:( no progress?
07. May 2010 · 17:38 UTC
I made some progress actually. Got the enemy waves for the 5 isles working, enemies come and can be shot down by different weapons which are bought/built at the secret base. Explosions and water splashes are in.
geti
08. May 2010 · 06:57 UTC
Well, I’m glad something has been done, it’d be a shame to waste this. Some sort of playable demo would be lovely 😉
madk
08. May 2010 · 22:48 UTC
Ah! A fellow BlitzMax coder! I commend thee.