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Friday, April 3, 2015

The Next Game

Yo! It's been awhile since my last post; sorry about that! I've decided to pause development on that murder mystery game I started, as my writing skills just aren't up to snuff. Hopefully I'll be ready to re-tackle that next time.

For now, I wanted to try something with more solid, pure gameplay. This game will have a focus on exploration and combat, and hopefully be a smooth, slick Metroid-like game.

Anyway, today I worked on the starting area, which is a blank "space between dimensions". Basically, the game takes place in a big jumbled up maze that can pull things and environments from all through Earth's time and space (which means a lot of rooms, but that can be outside, inside, on fire, snowing, etc.) I suppose it'll mainly just be for variety over actual game mechanics; there's a lot I could do with the idea, but I probably won't get around to really having top-notch level design, haha.

I got movement and jumping working OK. Stair-climbing also works pretty well. The idea of this game is to be a Metroid-like with smooth movement, where the game doesn't really get in your way as you traverse and explore the environment. Not sure if I'll be able to pull it off, but it's worth a shot, I think.



I have to work on the GUI some more, but it's OK for now. I'll have to keep iterating it over and over to get something that I'm satisfied with, but I think I have a good core idea for how it should look and work.

Anyway, I'll have to get to work!

Saturday, February 21, 2015

Visual Improvements

Yo!

So I've made some progress over the past few days.

The game is going to be built on a series of if-statements. I'm going to directly wire the gameplay of what happens directly to the save game data flags, which is a hashmap (dictionary) of strings (flag names) to strings (values). So, for example, your inventory starts off as a blank string (""), and adding something to it is just adding whatever the object's name is to the save data's "inventory" key ("pieceofchalk"). When I want to save, I just need to save each flag and its corresponding value out to a file. It's trivial for a player to cheat and change the game, but I don't really mind about that; this game is being made over a couple of weeks, after all!

Anyway, I haven't been doing too much with the actual game development, as some things have come up that could be good for me that I'm working on. Most of the game is writing, though, so just thinking about it is making progress. I've been drawing different scenes and characters as well; the top-right scene isn't finished.



The characters have gotten a bump from 64x64 to 96x96 in their sprite sheet size, and I'm using perspective grids to draw the scenes, rather than going freehand. They're really, really useful to map out and plan the shape of a room. I'd be having a lot more trouble without it, for sure.

Anyway, thanks for watching. Hope the game'll be fun to play!

Saturday, February 14, 2015

Shakecan Game #3 - FamiDet (tentative name)

Hey, there.

So the next game that I'm working on is going to be a Famicom Detective-like game, where you have to solve a murder that takes place in a school (so far, that's the plan). The "codename" for the game is "Famidet" for that reason; I'll probably change it soon once I get an idea of the plot. The idea at this point is that you're a teacher at the school, but that definitely doesn't make a lot of sense. Then again, it doesn't really have to, haha. It just has to be fun and engaging.



As usual (kinda), I'm making this game with Java in the pre-alpha LibGDX-based game engine, BDX. It's going okay so far; I've got a couple of the commands working. You can talk with the person about different topics that they know about, and I built it to be easy to change that depending on the state of the game. This should allow you to learn more about the crime at hand, gradually growing in understanding what the situation is by talking to different people and taking what you learn to others still.

Speaking of flags, the game state (what you've done) is comprised almost entirely of string pairs; one for the flag name, and one for the flag state (i.e. "talkedToGymTeacher", "true"). This should mean that it was trivial to set up saving game data (just save the name of the flag and the value to a text file), and it should be easy to handle the game state as well (no need to transfer save data to the game and back; the save data is the game data, in a sense). This would make it easy to edit the save data to cheat at the game, but this is a game made in a couple of weeks - I've gotta cut myself a little slack, at least, haha.

Much like the Ace Attorney games, I've built the underlying framework in such a way that the character you're talking to can emote heavily depending on what they're saying. Rather than simply setting dialog, each character has a behavior list that they step through when talked to, which means that they should be able to support a lot of different actions (saying something, setting their emotion, spawning an object or flashing the screen, disappearing, slowing down the message speed, etc). This'll make it a lot more interesting to talk to the characters, hopefully.




Above is an example character "idling" and talking in both normal and sad states.

The "Think" command will be used to process what you learn and continue the plot, if you reach a point where you have gathered all available information. At least, that's what I think it'd be used for. You can also use it to be reminded of what, in general, you should do next. I might trim this feature down (or even cut it out) in the future depending on if I want to press on with it or not - limited time, and all that.

This indeed is looking to be quite the challenge; I'll see if I can succeed in just another week or two!

Anyway, thanks for watching and reading!

Monday, February 9, 2015

KYRO'S DONE!

Yoooooo

Kyro's done!

Check it out here!

Here's a video for ya!


Thanks for watching development!

Sunday, February 1, 2015

Kyro's Almost Done

Hey, there. So Kyro's coming along nicely; not completely done, but not far away. I'm sitting on around 13 levels (screens) so far; I'd like to break the 20-puzzle-mark, I think, considering there are some "introductory / tutorial" rooms that just introduce mechanics over actually being puzzles.

Hopefully I'll finish it soon (I wanted to get it done before a certain date a few times, but kept passing it up). The game should turn out pretty fun, though.

Anyway, (in addition to other things and working on the engine the game's based on), I got swapping in. You can swap locations with certain objects (usually ones that can move on their own) by throwing your gem next to that object.

Fans are also implemented - they can be triggered with a button press (if they're not on already) and can lift lighter objects (not the main character, haha). 


Also, "switchable" objects turn green when they're triggered, which is helpful when you're looking to see what a button does.

Anyway, thanks for reading!

Tuesday, January 27, 2015

Kyro - Day Something Oruther

Yo! Soooo I missed the week deadline that I was aiming for, unfortunately (I should have been done around Friday the 24th). Oh, well; I think I've learned to adjust my expectations according to how much I (by now) know I'll work on my projects. So, I think I'll just try to make something every two weeks or so, since it seems like I can hit that pretty reliably. I will finish Kyro, though; I hope to have it done by the end of this week (at the LATEST before the end of January).

As far as development actually goes, it's going well. I do some additions and work on the engine I'm building Kyro on (BDX) while I'm working on Kyro itself as well, so it's kinda slow in some respects. However, it means that I have pretty good control over how things work and have a goodly amount of knowledge of how the engine works, which is cool.


I've gotten teleportation done and looking pretty spiffy with some particle effects, along with an enemy that just kinda waltzes around. Touch it, and you die, though in the tradition of Lolo games, it's not particularly dangerous looking. I plan (planned) to have multiple enemies, but I'm not sure, as I don't want this to grow into a full-blown game that takes a lot of time to create. I actually also planned to have simple combat, but wisely slashed that outta hand to focus on the puzzle gameplay. I already have five levels done, and making more shouldn't be difficult at all, so I should be able to hit my target time. There's not too many game elements that I've implemented yet that really "change" the gameplay, but it's already looking and feeling like a cool little puzzle game. Although, I'm already looking forward to the next game, haha. :d


Anyway, thanks for reading! See ya!

Saturday, January 24, 2015

The Continuing Continues

Really short post, but I got the teleportation mechanic working, which is good. You press a key to throw a teleportation gem (a dimensional quartz enhanced by a lost technology), and can press the key again to teleport to the position the quartz hits. You can recall the quartz as well, in case you screw up a throw.

The game's shaping up, though I've, again, already passed my mark for a week. Still have a ton of stuff to do, but it seems like it's not that much since most of it is just placing stuff I've made already. :o



I'll continue as best as I can until it's done, though! ≖‿≖