Milestone 2: Week 4 – Finallly Fixed!

Finally got some time to dev last friday and Made Progress(tm) since the week before was spent rebuilding the pc. The Maze Generator works! I’ll need to increase the internal branching, it’s a bit too linear right now but that’s just a variable that needs to be tweaked. Rooms now get harder and harder, the further in you go.  Next up is some minor UI tweaks and then a second enemy and that’s it for Milestone 2.  Just a couple … MORE

Dev Update Wk4 – Details details

Getting closer to the end of milestone 1. Lots of little details checked off, because I’m totally avoiding re-working the main character’s torso twist. The biggest work went to the spiders, they got a re-skin to something more shiny, can now do a jump attack which makes them much more of a threat, and make a nice splattery sound when they die. The UI got a couple minor tweaks and so the respawn counter now works,  Still having some problems … MORE

BSDDoD! Week 2 – First (barely) playable

Milestone 1, Week 2. Well here we are, week 2.   Not  a bad week, progress wise, but never as good as I’d have liked.. This week I started cracking my head into the interface that is Blender, and walked away with a simple eggsack model to be used as a spider spawner (pictured below).  Maybe next week I can make it move. The beginnings of a simple UI are falling into place,  when a room starts, the room title … MORE

BSDDoD! Week 1

      Milestone 1 is underway. Pretty good progress this week. The map generation is working, still needs a couple features, like designating spawnable locations and  corner pillars and an occasional wall offset being mangled. The World Controller object is successfully sealing a room and starting waves of challenges (Milestone 1 will only have one or maybe 2 challenges to spawn) The actual eggsack spawners are doing their job (no graphics for em yet tho, just white capsules) The … MORE

BSDDoD! Reborn in 2014

The time to do this game has come.  So it’s gonna be done right.  No more Torque2D, Slick, or other homegrown from the ground, unproven frameworks.  Time to do it in something that’s got support, community, a track record and a workflow.  Aka Unity.  And while we’re at it, let’s make it 3D, physics enabled and extensible by the user to add new rooms to the pool of maze chambers. And let’s do it as part of this year’s OneGameAMonth … MORE

DragonCrash Alpha Update

Not too much time this week.  Here’s the highlights: parllaxing backgrounds are back and better. the new House and system for adding terrain attachments is fast.  Total time was about 3 hours to add a new item to the game. Improved Energy ui. Particle manager for terrain effect. Upgrade to GL2 base with potential hooks for shader effects.

Flap mr dragon FLAP!

Ok kinda scatterbrained right now so, let’s just get back into the blogging spirit with a short list of accomplishments: Had to rethink some mechanics.. but the controls feel SO much better now. The actual performance of the dive and flap buttons are undergoing constant tweaking, but the sense of control is coming along superbly. Screen scaling is working.. but the size isn’t right on smaller screens.  I need to re-write the system to always maintain a specific horizontal distance … MORE

LOS Targeting

Minor but important progress. Holidays (and Skyrim) were not as conductive as hoped to progress. Map entities (monsters and PCs) now scan for the nearest visible targets within their field of view and as within LOS on the level map. Monsters now have a new behavior available on spawn which is to start stalking a Random PC. The goal is to have several behaviors available for monsters to utilize what cna be mix and matched during levels.. (patrolling.. random walking, … MORE

The Fall Season!

Whoa.. after what feels like an absolutely morale crushing infernal heat wave that has more or less sapped all willpower for the last several months… it’s time to get the show back on the road. Here’s a peak at what’s been worked on.  More details as soon as I get more gameplay things put in.  And after a break to Javaland  it’s back to good ol TGB.  The upside is that things make so much more sense now.   Many … MORE

Bits N Bobbins

Short post on progress things.  Things have just been lots of grunt work and non pretty things. Will have things to show real soon. Honest. basic player object ..er.. exists and rotates properly.. mostly.  need to knock out some better test sprites and stuff to be able to make things actually ‘work’ together, but the fundamental concept of 8 direction independently moving head, torso, arms, lowerbody seems to work and will look pretty cool. monster entities can be spawned and basically kept … MORE

Building Better Tools

So, basic progress is in swing.  There’s a bunch of stuff I can port over from the GarageGames Torque Game Builder version that I was working on, however, there are a bunch of things that I didn’t need then or just do not have access to in Java or just don’t integrate with Slick very well.  So with that in mind.. I’ve been digging  into Pre-Pre-Production. To that end I’ve stated building a toolbox. Figuratively, of course.  Here’s a few … MORE

Tech Choices: Walls

Assuming you’ve decided to build a 2d engine for a non side-scroller you quickly come face to face with one of the biggest decisions you’ve had to make so far.  How are you going to represent the game world? Basically there’s two choices each with their own benefits and issues.  There’s the ‘Walls are a block’ approach where everything is a block and the ‘Walls are an attribute’ approach where walls are things that are part of a tile and … MORE

Elements

Whoo.. what a week.. not very much dev time, unfortunately. I’m beat so I’m going to keep it to a short what got done list.. followed by a screenshot.. Bolt splitters are in and work.. (except for the rotation is a bit wonky) the Level editor and Level group editors are almost done The core applet is almost ready to parse all data from external sources. Tweaks to some particles. all the  Elemental nodes now are renderable in-game and have … MORE