Friday, April 22, 2011

I Think I'm in a Zone of Some Sort

  I've just completed my book.  It was quite detailed and seemed have been written with people like me in mind...  Extra-patronizing at the beginning, scarily laconic at the end.

  Using the book, I created (technically re-created) two of the examples;  Zool and Shadows on Deck.  Shouldn't be too hard to figure out what the book was.  It taught me a lot about efficient code.  For example:  If a value has to be between two ranges, use a MEDIAN calculation...  It's cut almost 2/3's of my code down (not median alone, but the tricks in general).  I also learned how to use nPr and nCr in AI calculations, faster collision detection, extended Boolean symbols and such from other sources during this time.

  It recommends I buy some peripheral software to assist in my game making.  Photoshop CS3 (at the time, I think they're at CS5 right now) and Anime Studio Debut 7 for example.  I can't really afford either... if I had money I'd probably go to school.  So I'll be using GrafX2 (I stand by this program), GIMP, and Pivot.

  Another thing.  I've always treated graphics and story as extras that aren't a core part of gameplay, but the book showed me how designing graphics and story can lead to emergent gameplay.  While making the sample game Zool I noticed how much the graphics were the life of the game.  When I make a platformer the placeholder graphic I use is always the Game Maker default Bronze Lock.  It's square, transparent, has a visible core and is non-symmetrical... BTW:  Game Maker is now up to version 8.1, yay.

  I've also started italicizing titles.  Not required, but it looks nicer.

Current Projects

  A competitor is making a new flash game and I promised I'd match his production schedule.  He released a simple demo today and I'm not that far yet.  But, since I know I'm making a platformer I think I might just release the physics engine as the demo to see if anyone likes it.  I know people like to be able to adjust their jump height, but I prefer fast fixed jumps so there are no mistakes.  I'll probably include a second/third character who has different wall and jumping physics.  But for the demo I'll stick to what I like.  Of course, I don't know where I can put the executable where people can play it.  I've uploaded engines to Yoyo Games before, but they're in .gmk so a person would need Game Maker 8 Pro (or 8.1 Standard) to run them. 

PLACEHOLDER:  If I find an upload site I like I'll replace this line with the link.

Other Projects

  I've been thinking of reviving Cytomight, but based on YET ANOTHER very similar game recently commercially released I'm going to have to rework it completely.  I know no one is stealing ideas, it's just one of those coincidental things.  My Castlequest clone is going well, I've fixed the graphics buggies through new tips from the design book.  I've been thinking of making a simple dual shooter zombie game (they're popular) to get a "something" released.  Also, since I've been playing Transcendence a lot I've been thinking of making a 2D space racing game.  I remember such races from Operation: Inner Space.  I can hear my bro playing Blood & Magic on his PC, which reminds me I have a monsters game project way way back on the backest burner.

Gaming

  Played a little Left 4 Dead 2 and some Magicka, but I've been concentrating on my work lately.

This

  About the blog.  I want more hits so I think I might use the ads thinger.  Should I allow unregistered users to leave comments?  I like comments, they give me direction.  People could email me too, but I rarely read my emails due to the mountains of automated messages I get intentionally (I could opt out, but I'm watching for sales.)


Anyways:
  Since it took a while to finish the book I've gotten into the habit of working on my projects every day and how to make a good design document.  If I could just figure out how to use Celtx I could be on my way to my first release (of a game).

I'm on my way, Lok.

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