LD22 December 16–19, 2011

Overtime

Nine hours in and I’ve got a basic inventory system working where it display items you have collected in three columns and you can move your selection over items. Can’t do anything with them yet, but I plan on reusing the action selection system for that so it shouldn’t take too long to get done. I’m going to get some sleep now though, it’s already 7 am here.  Hopefully I can get a lot of the content into the game when I wake up, then the last day I can spend on polish.

Comments

nightname
17. Dec 2011 · 13:01 UTC
Looks interesting!

Are you still there? – First tiles

The first tiles of my game “Are you still there?” are done:

Now I’ll start writing the basics of the game, I hope it won’t take up too much time :)

 

Best regards,
Robert ‘rynti’ Böhm

Tags: Are you still there, rynti

Ok change of plans

Instead of using purely flashpunk I’ve decided to use a 3D renderer I wrote that kind of lobotimises the flashpunk framework but kind of still fits called Flashpunk 3D (has no official relation to the flashpunk project and i’ll change the name when I have time to think of a new one if anyone cares).
I decided to do a space game last night but trying to do the assets in 2D has resulted in more than enough headaches due to my awful artistic ability, while I feel I can competently do really really low poly stuff ok. The general theme of the game is Elite/Escape Velocity only without anyone else in the universe with you, with an emphasis on survival. There hopefully will be a sweet upgrade system and a procedurally generated universe so I better get cracking!

Next update…

Well, I’ve been sleeping… But now I’m up and working.

 

I’ve added snakes, which are going to be the general enemy. I’m not sure how you’re going to actually fight them, but you’ll fend them off with fire.

You can also see the rudimentary clock at the top of the screen; right now it’s night.

 

10am EST – Sat.

Sleep felt good.

Food will feel even better.

 

Then it’s back to work!  Had some interesting ideas as I was falling asleep so I’ll have to explore them in a bit.

Game idea nailed down!

Finally I think I have the basic game idea thought out, the setting will be Lovecraftian as told by my last post, and it’s based on one of my absolute favorite stories, “The Whisperer in Darkness” where a eremite scholar is defending himself from creatures beyond the stars with the help of his dogs and rifle.

The game will be based on the Battleship game mechanic, you’ll try shooting down the blasphemous creatures by luck choosing tiles from a gameboard. At the same time you must keep from shooting your dogs, at all time you’ll have one dog on the game board, where he is is a mystery, so it all comes down to luck. If you kill your dog you’ll have to put out another from your kennel and continue finding the Mi-Goos, on some tiles there will be treasures or artifacts from the aliens that you can trade in for money between game sessions, with the money you’ll be able to purchase new dogs and ammo.

To make the game a little bit less static you will also have a limited supply of grenades, these buggers will clear more tiles with one shoot but you’ll have a greater chance to hit your dog as well. When you’ve cleared a certain amount of tiles a Mi-Go will catch your dog, so you’ll have to send out a new one, I don’t really know the amount of rounds to use on this one, but it’s all about final balancing!

Anyway, the plan now is to get the mechanic and basic states of the game fixed in code, after that I can put time on gfx and sound and start to polish the game for final release! Pretty straight forward :) So no sketches and notes to show right now, but it will come!

Comments

zapaman
17. Dec 2011 · 13:10 UTC
Sweet Glenn!

Screenshot 1

Looking good, but i have a problem!

Yup. I need the player, at a constant coordinate of 400, 300, to face the mouse. And i suck at stuff like this? Any help?

rotation degrees = 0 when facing right. Up is 270. ect…

Comments

delpes
17. Dec 2011 · 13:18 UTC
float radiansToMouse = (float) Math.atan2(400 – input.getMouseX(), 300 – input.getMouseY());

float degreesToMouse = (57.2957795f * radiansToMouse) * -1;

heroImage.setRotation(degreesToMouse);
17. Dec 2011 · 13:26 UTC
Yes, thanks! You saved my day!

Self induced sorrow

Hey!!!!

I’m about to begin my ld48 entry for once, everytime time the competition comes around im working… so today… once i finish work I shall go home and get started on it.

The Idea: The idea is pretty simple, its a platformer with no enemies, I am considering adding some enemies that when you approach, they avoid you.

The gameplay is similar to VVVVVV I suppose, in the way that you can invert gravity, however you’re able to invert gravity at any given moment, even mid air, the stages will be intersected by pieces of text I’m going to write up.

Inspiration: Well… I convinced my other half to move to Germany so I could live in Japan, and then I decided I was miserable so I turned down the job, now we live in seperate places and this is sort of my rather abstract way of dealing with it all.

Thats as much as I can say without ruining the game really.

Will begin in roughly 3-4 hours… using Flashpunk and building ontop of the Advanced Platform engine.

Dan

Progress!!!

Progress is going slow, but it still feels great working on a “real” game! Got my tile rendering set up, now working on character movement.

Still haven’t figured out how to do the collision detection combined with restricting movement. The collision detected itself is simple, but moving the player back so he won’t appear mid-tile and doing that for gravity and normal movement conflicts.

I’m sure I’m over complicating things, but it’s still a great learning experience.

So I started working…

I’m still not quite sure what my game will be like, but I’ve decided to keep it simple and do something where you move a player through a 2D environment. That requires levels, ideally a level editor (it probably takes less time to code that than to manually create the levels?) and some kind of physics engine. I don’t have any physics in my Renaissance engine yet. So I started from scratch after all, using SFML and Box2D.

So far I’ve compiled Box2D (I’m always surprised when that works flawlessly on Windows), created a basic high-level architecture/hierarchy for the game objects/levels (keeping (de)serialization in mind for level editing/saving/loading), created an SFML window which can handle being resized and wrote a debug display class for the physics – I figured that’d help me debug physics better, but it’s basically not very important… I don’t even have physical objects at this point! (Besides some test objects to debug the debug drawing…)

I have no game, but I've proven that Box2D is indeed a physics engine.

Well, I suppose that’s just me doing the easy things first. And I fear I might end up having a nice level editor but no game to go with it. Oh well, we’ll see.

On the edge


Invisible guy walking close to the edge of the world in which he is apparently all alone…?

Just woke up after a few hour “nap”, got some coffee and mooshroom pie, and figured I’d drop a note before I move on.

I’ve optimized a little; now carving out sub-surface tiles and culling off-screen blocks. Not the most efficient implementation, but it’ll do for now. A you can see, I’m rendering only a fraction of the 8k+ blocks now – and this is on a 128×128 map, so this scales reasonably.

In other news, the cold I caught is apparently trying to kill me, but is having limited success so far, so work continues!

Oh, and I made some proper “buttons” for the main menu too:

Comments

kibertoad
17. Dec 2011 · 13:25 UTC
That font is awesome. Which one it is?

Raw emotion!

 

 

 

Look test for level 2 (level 1 comes afterwards :) )

Ok, the second level is a forest full of dead trees. The entire thing should be comprised of 2 colors, unless I decide to add a ground texture. Right now I just built a test level to check the entire “look and feel” using the trees that come with UDK, but I’ll obviously replace them with my own trees since I need a very specific “look” (they’ll all pointing in one direction to sorta “guide” the player).

This is just a plane with a bunch of trees randomly placed:

And this is after adding fog using a somewhat ground level, which is what the player “would see”:

Now time to build the actual level, model my own trees, and all!

Just ate breakfast… now making a level at the rythm of Apocalyptica

Boo!

Comments

17. Dec 2011 · 13:37 UTC
Peeing robot?

Step 1 done – basic engine.

It will be platformer again… But this time, there are a few things different:
– Scrolling is centered around the player, not just “split” into screens
– You can shoot bullets

So… There’s the progress: