HybridMind

LD14

Fleedom – Fleet Pattern and Movement test

Current build playable here in your browser

Working title is Fleedom. Wanted to handle what I felt would be one of the most challenging parts of my game design which was making a fleet of small ships that you could toggle through various flight patterns while moving.

Got a decent enough working version now.  Z/X toggles next/previous fleet pattern.  Arrow keys move.

Here is the background on my current game’s design

Tags: as3, flash, fleedom, fleet, movement, pattern, test

Comments

18. Apr 2009 · 11:58 UTC
Wow, I can already tell this game is going to be lots of fun. One thing you might want to try is instead of cycling through the different echelons, use one hotkey for each, like z/x/c/v. I think I would prefer that as a player.
18. Apr 2009 · 12:00 UTC
Looks very nice. There could also be dynamic formations like ships constantly making a mexican wave.
18. Apr 2009 · 12:05 UTC
hamburger.. that is a good idea!
18. Apr 2009 · 12:06 UTC
fidaner: i have no idea what a mexican wave is.. but that sounds great! 😉
Tenoch
18. Apr 2009 · 16:02 UTC
Hey one of my ideas included a space fleet wall (Homeworld, anyone?). Went for another one though. This looks cool!
Gilvado
18. Apr 2009 · 17:16 UTC
Is your game going to have shooting at all? It seems likely to me that there won’t be much need for many of the formations if they spread your men out, and you can only dodge. You should consider having your ships be able to take some kind of action (shooting, turning on shields to stop energy weapons, something like that), automatically. Then, you can make so that ships block line of for targetting. Then, having broad formations would maximize firepower, while having shallow and narrow ones would maximize dodging ability. If you had ships that perhaps chased your own ships (flew along beside you), then there would be an additional purpose for formations like the X — the largest and most difficult to dodge with, but presenting maximum firepower in every direction simultaneously. If you don’t want shooting, you could always have shields that overlap the ships beside them, to block incoming laserz. Again, broad formations would maximize shield protection, shallow ones would maximize dodging.
18. Apr 2009 · 17:21 UTC
@gilvado: yeah– as I have been playing with my prototype I found that 2 of the 4 formations are useful for evation.. the thin horiz line.. and the thin vertical line (because capital ships will also be shooting down under the big mamas) so I was pondering uses for the ‘X’ and the the other cluster. I had thought about the auto fire concept.. but the shield overlap is interesting too.

Breathrough.. arg!

I think I’ve just spent the last 3-4 hours completly rewriting my fleet movement/tweening code like 4 times and back again.. and have FINALLY solved my #$^$!@ engineering problem…. arg.

Need a break now… but the good news is I finally have smooth movement of the fleet in all directions and it doesn’t matter how many echeleon patterns you are shifting through…. it is all fine dandy.

Don’t ya love programming?  😉

Tags: arg, bugs, damnit, fleedom, fleet, progress

Fleedom – Progress Continues..

So, I have another playable build of my work in progress available.

Play it here in your favorite browser

It now has an enemy ship wave manager so I can build out the Wall of Doom(tm) that you must escape through to rescue the last of your race.

I also took a suggestion to map the fleet pattern echeleons to the Z/X/C/V keys.. four patterns in all.

Give it a whirl if you’d like as I’d love to hear any feedback.  I’m trying to get absolutely as much of the gameplay done before screwing around with any graphics this time.  I think it is actually progressing really well for once!

The game just ends right now when all the enemy ships go by.  Also.. if you lose all your ships you have to refresh your browser to continue!

Tags: armada, as3, browser, demo, doom, flash, fleedom, fleets, progress, space, wall

Comments

Fiona
18. Apr 2009 · 17:18 UTC
Can I suggest you mapping the layouts to 1-4 keys too because it’s currently nigh on impossible to play on non-QWERTY layouts. (I use Dvorak.)
18. Apr 2009 · 17:21 UTC
Of course, you need to not let the ships out of the screen and skip everything!

Well done.
18. Apr 2009 · 17:23 UTC
@redbone.. hah.. yeah– umm.. right now the version is ‘play honest’ style.. :)
Shabloosh
18. Apr 2009 · 17:26 UTC
I think wasd to move and hjkl to switch would be nice 😛
18. Apr 2009 · 17:27 UTC
@Shabloosh: if you’re being serious.. (i think you are) I can do that too
georgek
18. Apr 2009 · 17:27 UTC
wow, I really like this! Are you going to add any kind of power-up for shields or something like that? Or an energy reserve to blast holes in ships?
18. Apr 2009 · 17:29 UTC
@georgek: a lot will all depend on time… I will definitely be releasing a post-compo version.. but I’m aiming for a compo version that is at least a fun game.. we’ll see what can make the deadline cut!
Shabloosh
18. Apr 2009 · 17:45 UTC
I was being half serious. It would be a cool set up… but it is after all a 48 hour compo.
18. Apr 2009 · 19:30 UTC
Heya hamburger! No, I haven’t played Xoldiers.. sounds like something I’ll have to check out!
18. Apr 2009 · 19:31 UTC
@Shabloosh: It is trivial to add.. if it makes at least one player happy.. i’ll do it.. 😉

Now…. with ENERGY WEAPONS!!

Play in yo browser here…

Yeah– I’m excited.. so far… OK.. the two largest ships fire these purple beam weapons.  The largest ship with the chance of firing 2 of them.. the second largest ship firing one.

I also have doubled the level length but that will change as well eventually.. I just wanted a larger amount of ships to fly through.

Also.. I made it so if your fleet touches any of the screen boundaries.. they asplode.  Ideally… this wouldn’t be the case.. but after fighting collision detection logic (it is complicated due to fleet coords/ tweening patterns etc..) there were so many ways to rig the system to get your ships to hide.. that I just made them asplode… :)

Anyway— Beam weapons give you a tiny bit of warning via visual clue.. think any robotech episode when they are firing the reflex weapon.. there is always that .35 of a second where you can get out of the colorful path before you are so many cinders.

So.. recap: running into screen boundaries.. capital ships.. or giant purple lasers will kill your little ships.. :)

Let me know if the effects are killing anyones computers yet.. i’ve done 0 optimizations.. (hey.. its LD)

Tags: as3, blur, cinders, demo, energy, flash, lasers, reflex, robotech, ships, weapons

16 hour crunch.. Fleedom Flies when you’re having fun.

[ PLAY CURRENT BUILD IN BROWSER HERE ]

Well.. grabbed some sleep last night.  Just played my game this morning to see how I felt about it’s progress and direction.  Time to make the short list of goals that is so important in these compos to trying and pull off a playable and hopefully fun game in time.

I find a good trick to use is decide what makes the compo version versus what I’ll save for a post-compo version.  I’ve been pretty good about actually doing a post compo version lately that I’m not too worried that I’m using it as a fake crutch.  You can learn so much from a rapid prototype like this that it is still worth it to finish a reduced yet playable game for many reasons.

Anyway, knowing that some of my favorite features will likely still see the light of day makes me more willing to cut them for the compo version.

It is with that in mind that I am thinking about the following design decisions:

Compo Version Features:

1) One formation only of your fleet ships… the long and lean horizontal one.  This is because I am not sure if I’ll have time to code enough of what I want to justify the other formations right now.  I may have to focus on just making this a fun space avoider with the twist of having multiple lives / health built into the number of your fleet ships remaining as you fly along.  As long as 1 ship makes it you have been considered to win in that you’ve saved some of your race’s people.  The more ships you save the larger the score multiplier probably.

2) Probably not going to implement player ships fighting the enemy armada of doom.  I’m really trying to focus on not making this a shmup but rather sticking to the fact that these are light and nimble colony transport ships that are trying to get the hell away from their doomed planet / advancing wall of the enemy armada.

3) I think that since I have a simple but functional way to hand code in all the enemy ship placements and movement speeds I have the ability to build an exciting armada progression that will have some fun surprises and such along the way for the player to fly through.

4) I am worried that since these compos don’t afford much optimization time I may end up making a version that in order to look as cool as I want will likely suffer performance wise on slower computers.  I may have to go the route of a simple button to: “play high quality” and “play low quality” to turn down all the beam / particle effects I want to use.  I think that is a fine compo compromise.

Of the 16 hours remaining I fear I may have some domestic duties to attend to as well unfortunately… laundry and the ilk.

Oh well.. it’s crunch time here at LD so good luck everyone!

Tags: armada, as3, crunch, demo, doom, flash, fleedom, flies, goals, space, thoughts

Comments

19. Apr 2009 · 11:57 UTC
Seems like a fine list of design decisions to me. I wish I had your work ethic with regards to producing post-compo versions.
19. Apr 2009 · 12:26 UTC
@hamburger: re: #2.. yeah.. my thoughts exactly.. its more fun to me to make the player try to escape against incredible odds…. that is always an exciting part to me about some of my favorite space/sci-fi books and movies.. the ships avoiding beam after beam and you wonder how they are making it.. etc. :)

flash as2/as3 lib usage question.. need thoughts

Hey all.. I realized I had forgotten to post a lib I wanted to ask about using that is related to online high score ability in a flash game.  Would just want to know peoples thoughts about using it for this compo.. or other compos if deemed too late.

Link to mochi leaderboards api docs

Link to mochi api v3.0 (as2/as3)

Basically it’s just a 2 line call someone can drop into their flash project that enables online leaderboards via mochi.  You don’t have to use their ad network or anything but it would easily support the ability for people to see others scores in my game.

Anyway.. thoughts?  Too late for this time perhaps..? but what about future compos?  It isn’t really game code per se.. but it does give a game an advantage in that online leaderboards often lead to more competition with the score motivated players.

Tags: as2, as3, flash, leaderboards, lib, mochi, rules

Comments

erik
19. Apr 2009 · 10:17 UTC
I’m not an authority on these things, but I would say you are good to use this. Game maker programs are allowed, and they often provide a lot more pre-built functionality than this.
19. Apr 2009 · 10:49 UTC
@erik: I appreciate the response… I at least want to do my due diligence ahead of any compo judging cries of ‘breaking the rules!’ :) At least I can point out that I was trying to ask / do the right thing. I think you make a good point about calling it out etc.. and about game maker.
21. Apr 2009 · 18:39 UTC
That’s funny.. I realize now I had misread the rules in the wiki! Seems what you were trying to say erik was right in that since I didn’t make this high score library I didn’t have to announce it before the competition. That announcing thing I was remembering was about posting and announcing your own libs for people to inspect / use before the compo starts. Glad that is cleared up. 😉

Fleedom Flies – FINAL

FLEEDOM FLIES – by HybridMind – April 17th-19th, 2009
Created from scratch for Ludum Dare 14’s 48hr game competition

Story:

An unstoppable armada of alien warships is approaching your doomed homeworld. Your only hope is to see how many of your race’s precious colony ships you can save! Flee through the armada for freedom, your fleet flies for it’s lives!

Controls:

  • Use the arrow keys to move
  • Use Z/A/Y to contract your fleet’s ship spacing
  • Use X/S to expand your fleet’s ship spacing

How to Play:

The more expanded your fleet the larger your score multiplier!  Watch out though as this will make you more vulnerable sometimes.  To score high you will need to balance when you contract and expand with how you move through the alien armada.

  • Also features Online Leaderboards for some friendly competition!

Tools used:

  • Coded in ActionScript 3.0 using the Flash CS4 IDE and using Dr. Petter’s sfxr for sound effects.
  • MochiAds Leadboard v3.0 API used
  • Greensock TweenEngine Lib used

Got Feedback?

Leave a comment below or in the voting feedback area, or email me at dave [at] hybridmind.com

I’ll be working on this game some more so any thoughts or suggestions will be taken into consideration for the post-compo version!  Thanks for playing and I hope you have a good time with it!

Files:

PLAY THE FINAL VERSION HERE IN YOUR BROWSER!

NOTE: If it seems slow or laggy, Flash can sometimes have issues when you view it with your browser.  I recommend downloading one of the links below to play on your desktop for maximum performance!

WINDOWS EXE HERE

SWF FILE HERE (Right-Click Save-As)

SOURCE AND ASSETS HERE

Tags: armada, as3, avoider, final, flash, fleedom, flies, space

Comments

20. Apr 2009 · 15:31 UTC
Damn.. nice score Gilvado!!!
21. Apr 2009 · 18:45 UTC
Wow.. Skalle and Gilvado.. you both have almost 100,000 points! I’m very impressed.. :) I still can’t crack through 85,000 and I’ve been playing a lot here and there. Actually I think this is one of the first games I’ve made yet that I am actually enjoying playing a lot. That is a nice change for once. 😉
21. Apr 2009 · 18:47 UTC
Oh yeah, to the commenter who called me sadistic for not letting your full echelon escape at the end.. that was not intentional…. honest! 😉 I noticed that myself and was like.. wow.. that is a bit depressing.. hehe. I’m glad you pointed out the exact number that can fit through the gap.. I didn’t know it was 8.. :)

Who would have thought…

…that the real Advancing Wall of Doom would be the 121 entries to attempt to rate and leave feedback on in 2 weeks!

As I was thinking about how to schedule this into the next two weeks I thought up some rough stats based on how past compo playing/rating has gone:

  • You should play and rate 8.6 games per day of the two weeks if you want to hit the deadline.
  • If you assume an  average handling time per game of 3 minutes you are looking at 6 hours of just getting the games to the point where you are playing them.
  • If you assume an average playing time per game of 2 minutes you are looking at 4 hours of total play time to get through all the entries.
  • Given the average handling and playing times above you could earmark about 45 minutes of LD time per day for two weeks to finish on time.

Phew.. well, I better get cracking.  I must admit I haven’t had much of a chance to play more than a few so far.  The rating and feedback is so important though.  I know I really appreciate the time people put into playing and leaving thoughts on my game so I try and do the same.

Great compo everyone!  I can’t wait to see what everyone created…

Tags: doom, feedback, omg, ratings, record, stats

LD15

The Secret Weapon…

I thought it would be only fair to provide a quick rendering of my workspace ahead of this weekend’s compo to give you all enough notice…

gametron9000

That’s right.  I got a Game Tron recently.  It is currently configured to publish an AS3 Flash game though I’m still fiddling with the param sliders a bit.  I’m hoping I won’t need the slider on the far right.  Good luck everyone.  Looking forward to this weekend quite a bit.  See you in the LD pits.

Tags: as3, flash, gametron, motivation, pits

Comments

26. Aug 2009 · 17:21 UTC
I got one too, from Ebay. Pretty cheap, but the Suck knob is stuck…

How to use MochiMedia Global Leaderboards with your Flash entry

EDIT 8/22/10: Updating slightly

I’ll likely be using a global leaderboard with my Flash game entry like last Ludum Dare because it can be really fun to encourage competition with fellow LDers on your game. I remember a few Flash devs being curious about the process so I wanted to post a brief step by step tutorial for those of you who want to take the plunge this weekend. If you are using AS3 I’ll also be hanging in the IRC channel and am happy to answer any tech issues you may have if you choose to implement these.

Without further ado — 10 Steps to Global Leaderboards:

  1. Login or create a new account over at MochiMedia.
  2. Once you are logged into your ‘Dashboard’ click the tab called ‘Add Game’.
  3. Fill out the ‘title’ and the ‘dimensions’ of your game. For the purposes of LD15 you don’t have to worry about using ‘Live Updates’ (their distributed version control system) so you can leave it on ‘No’ if you’d like. Click the submit button.
  4. At the next screen you can totally skip all these settings and hit the ‘Done’ button at the bottom if you’d like. Why? Well that is because all the settings on this page are related to using advertisements in your game which you probably don’t want to do for the purposes of LD15. Ads aren’t required at all to use their global leaderboards.
  5. Once you’ve clicked done you will see your game’s title in the game list on this screen. It should have a little ‘pause’ icon next to it. Don’t worry, this doesn’t matter. Click on the title of your game.
  6. Once you’ve clicked on the title of your game click the ‘Scores’ option to setup your highscores.
  7. You will see a little info about the leaderboards but the important part is to click the ‘Create Leaderboard’ button at the bottom.
  8. On the ‘Create Leaderboard’ screen enter the title for your leaderboard (ex: “Highscores” etc), optional description, and then any scoring format/sort data. Fairly self explanatory. If you are using a traditional ‘high scores = better’ then the defaults will probably be fine for you. One thing you may want to mess with is the color / transparent and formatting options near the bottom as that will let you configure the leaderboard widget to match your game’s color theme. I often do ‘transparent’ so that my game background will show through when this is displayed. You can edit this later as well. Click ‘Create Leaderboard’ again at the bottom to generate yours. (NOTE: I always click transparent and it resets to background.. you have to re-edit again and hit transparent and re-save for that option to stick.)
  9. Your leaderboard should be created now and you will be looking at a screen displaying it. The link now that you want to click on is called ‘actionscript code’. A bunch of fields will appear along with 2 radio buttons. One for AS2 and one for AS3. Pick the appropriate technology for your game. Also note your ‘game ID’ and ‘leaderboard ID’ as you will need these later.
  10. You can use these provided code snippets in tabs labeled ‘submit score’, ‘submit score and name’ and ‘show leaderboard’ to get the relevant editable code snippets to drop in that will connect your game to your leaderboards.

Can’t wait for the theme!

Tags: as2, as3, competition, flash, highscores, leaderboards, mochimedia, tutorial

Comments

28. Aug 2009 · 15:21 UTC
Hey thanks for this!
28. Aug 2009 · 15:43 UTC
ye great one, would be nice to have an open API based on REST, then I would use it in Java hehehe
31. Aug 2009 · 00:53 UTC
Thanks a lot for this; it made the whole process so much faster.
31. Aug 2009 · 22:39 UTC
I’m glad it helped!

My Glorious Workspace…

LD15-desktop

…if my game colors are off I can always blame that horrendous peppermint striped covering I’m using to hide the splintered sheet of 3/4″ plywood.  I’ll probably remove the bucket hat from my left speaker if I have to do any audio too…

Tags: deskphoto, workspace

Comments

jjwallace
29. Aug 2009 · 00:32 UTC
wow that keyboard is amazing! :-)

it looks more advanced than my mouse

Cavernous

I was expecting burrowing to win for some reason so it came as a bit of a shock when the theme announced from the voting was caverns.  I think it will take some careful thought and inspiration for me to find a game that I’ll enjoy doing that won’t just be a clone of so many of the other cavern themed games it seems I’ve played in the past and even recently with games like Spelunky in the popular collective conscious.  I’m pretty tired from a long day so I might just retire early and sleep for a bit on the theme.  My subconscious works fairly well on game themes so I’m hoping if I relax and brainstorm a little as I drift off to sleep I’ll have some inspiration.  Good luck everyone, LD15 has begun!

Tags: caverns, sleep, subconscious

Waking up… Mocking up…

LD15-8-29-breakfast

Alright– so my food photos won’t win any beauty contests but between the bagels and the coffee I’ve got all the fuel I need for the next few hours to keep working on my game mockups.  I got about 5 hours of sleep last night after waiting up for the theme.  Before going to bed I wrote 4 game ideas down and slept on them.   Waking up at 5am EST I felt I had a good synthesis of them in my head and an idea that felt fun enough to me to get cracking on some photoshop mockups after initially doing a little writeup on the game.  For now though it is om nom nom time.  Good morning LD!

Tags: bagel, coffee, deskphoto, foodphoto, mockup, screenshot

The Angry Cavern

Gonna writeup my game idea that sort of synthesized while I slept last night.  I feel the fun and scope of this game will be something I can pull off in 48hrs in Flash.

What I’ve got so far:  You will literally be playing as a cavern in an action / shooting gallery type game.  Your weapons will be stalactites which you will click on to let drop.  They will regrow and be various sizes as well.  You will also be able to click on steam vents on the floor that will shoot up a rush of hot vapor.  These will also have a recharge rate and various sizes perhaps even growing in various spots as the cave floor changes across game rounds.

You will be attacking against all manner of cave life, native and alien.  There will be the usual bats, snails, blind fish etc as well as various human archetypes one might find in this genre.  The lost teen(s), the hiding criminal, the cave explorer, the national geographic expedition etc.  Eventually if you incur enough rancor with the outside world you will be visited by the demolitions expert who will attempt to blow you up by placing charges.

I want to keep this in the realm of action/arcade instead of defense genre.  I think it will be more fun to interact with the cavern and very analog based ‘reload’ concepts (like watching the steam recharge in the vents and watching the stalactites regrow from the ceiling) versus a ‘recharge bar’ artifice.

Left to figure out is just overall cave layout(s) and round / difficulty escalation.

I’m picturing a really cool looking drippy cavern. The drips could even help with guiding the aiming of your rocks and stuff by helping lead your eye at the correct gravity setting to hit your targets.  I’m thinking mouse based click-controls to launch various attacks but I don’t want it to be a click heavy game.

I think the humor element could be high in this game as well if I handle it right.

Here is a current rough mockup for color reference:

mockup2

Tags: action, angry, arcade, cavern, design, gallery, game, idea, mockup, shooting

The Angry Caverns

Yes.. plural.  Been refining my idea a little.  I think I want to keep it more fun and interesting by making hopefully 5 different cavern levels.  Each with a slightly different theme and weapons and targets.  Each level will have a short time limit (1 minute?) in which you’ve tried to use the levels weapons (stalactites, steam vents, rock falls etc) to take out any life forms.  It will be a score based game tuned to encourage compelling replays and leaderboard competition.

I am thinking of some various themes for the cavern levels which are like 1920s bootleggers, 1700s pirates, 2000 teen hangout, 20,000 BC cavemen/critters, far future theme.

Potential Targets in the above themes:

  • creatures (sprinkled throughout all themes…?)
    • bats
    • centipedes
    • lizards
    • fish
    • bears
    • wolves
  • humanoids
    • teens (doing drugs? hanging out? contemporary theme)
    • cavemen (20,000BC theme)
    • explorers (going from A to B? contemporary theme)
    • pirates (after their treasure 1700s theme)
    • criminals (whiskey bootleggers (jugs / barrels with xxx, 1920s theme)
    • spacemen / aliens (future theme?

I’m excited about this game so far.  I think that with the variety of each cavern level having a different configuration of weapons layouts, path layouts and creatures with a unique theme it will be an amusing and humorous game.  Now I just have to see how much content I can pull off in the compo time limit.  I will attempt to get one playable theme first in case that is all I manage to pull off.  I’m thinking I’ll go for 20,000 BC wrapper first because I can do many cave creatures as well as humorous cavemen for targets.

Tags: aliens, angry, bats, bears, bootleggers, booze, cavemen, caverns, centipedes, design, drugs, explorers, humans, lizards, pirates, spacemen, teens

They’re getting angrier…

6 hours of development so far and progress continues on my game…  thought I’d post a few early screenshots.  I’m working to get the first playable level done so I can continue messing with making the mechanics fun.  Doing bare minimum art as the lumpy bats will testify to:

early-screenshot

Stalactites, Geysers, and Bats now spawn.  The bats have a funny animation right now which I think will make them enjoyable to watch flap around as you try to eliminate them.

early-menu

Rough working main menu too.

Well, I’m stalling out on productivity right now because I am starving.  I have a chicken pot pie in the oven cooking but it won’t be ready for another 30 minutes so I’m powering on best I can.

I’m really trying to focus on getting the earlier playable and fun parts of this game coded.  Building out primitive menu systems and game framework logic so that I won’t have to mess with it later.  I have implemented the timing bar, level counters, and scoring widgets.  My hope is that once I get the basic ‘level format’ working I can do 5 rough levels with very basic art today.  Then tomorrow can be spent on improving the art and adding music and sound.

Tags: anger, angry, bats, caverns, geysers, progress, screenshots, stalactites

lunch

My pot pie has finally finished cooking.  Luckily I had a few CheezIts so I didn’t collapse before it was ready:

LD15-sat-lunch

After this hot meal on a dreary rainy day here south of Boston it’ll be back to work on the Angry Caverns.

Tags: chicken, foodphoto, potpie

Comments

caseyd
29. Aug 2009 · 14:52 UTC
Great weekend for it. I’m up here in Portland and it’s pretty cold right now. Kind of nice after all the humidity this month.
29. Aug 2009 · 14:55 UTC
Portland, nice! Yeah, this is the first day in awhile to actually wear jeans and fleece!

Angry Caverns v0.1 – Playable Proof of Concept

Alright– finally have my initial proof of concept demo up and available for any curious souls to try out.  It isn’t too exciting yet but it will show you the initial inklings of what I’m going for anyway.  It’s Flash so you can run it in your browser.

working-screenshot

Basically this is a test level here with 4 stalactites, 3 steam geysers, and 6 flying bats.  I am enjoying the bat movement at this point.  Each time you play the game the cavern levels will have the same configuration of weapons for your use.  What will change is some slight variables on the initial speeds and directions of the enemies in the cavern.  The timer will likely be going away as now each cavern level has a limited number of weapons for you to use.  You use a cavern weapon by clicking on it with your mouse.

I hope to support interesting combos and other funny events perhaps to help your score and experience of the game.

Today my main goal is still to get all the behind the scenes engine working with my levels, get all the enemies moving correctly in the various levels, and finish coding all the weapon functions and effects.  That way tomorrow I can spend as much time as possible on bringing the graphics up to speed beyond the rapid primitives I’ve made everything here in.  My plan is to have the game be fun before spending anything more then the bare minimum on graphics because the game is what matters in the end to me.  Especially if I want to keep working on anything post-compo I’ll be far more motivated to improve graphics and polish if the actual game is fun!  😉

Controls:

Click on the bubbling steam geysers or the stalactites at the top of the cavern with your mouse to trigger them.  Steam geysers work like a short range shotgun at the moment so wait for the bats to be near.  Stalactites fall so you need to time them right with the bats movement.  100 points per bat.  Max score of current demo is 600 points… 😉

Tags: angry, as3, bat, caverns, demo, flash, geysers, playable, screenshot, stalactites, techdemo

Angry Caverns – Gameplay video

Thanks to some help from Gilvado I figured out this whole CamStudio business and uploaded my first ever gameplay vid to YouTube!  😉

It’s 20 seconds of the current state of Angry Caverns

I’m tuning some of the bat physics now.. which reminds me– ya know one thing I love about doing game development?  It’s getting to say things like “I’m tuning bat physics…”

Hopefully I’ll be back soon with more exciting developments.

Tags: angry, caverns, video, youtube

Dinner with Hurricane Danny

As the remnants of Hurricane Danny thrash against the windows on it’s way out to sea I’ve finished with my dinner and half-finished with my beer.  Been working on the game now since 5am EST and it is now almost 8pm.  I had way too much coffee a few hours ago and in some attempt to bring my nervous system’s ballast back in line I’m having a Corona.  :)

LD15-sat-dinner

The game is going well so far.  Angry Caverns is starting to be fun and I’m starting to refine some of the ideas and mechanics with all the time I’ve spent playing it.  I hope I can get a bunch more finished tonight before I have to crash though.  As soon as I start nearing this point in the competition (usually about 15 hours of dev in) I start getting a little loopy and distracted.  If I can just stay focused for as long as possible I can lay the ground work for a productive day tomorrow.  Well.. back to the game dev!

Tags: beer, corona, dinner, foodphoto, pizza