Played through my entire Steam backlog. Ready to get back to work.
Current Projects
Well, technically nothing. But interest in Cytomight has peaked so I think that's what I'll concentrate moreso on. I still am not sure if I should make it a DualStick Shooter (like Smash TV) or a gooey platformer.
I tried writing some generic game music, but my musical experience is limited. I basically can just play bass, I'm not much for writing melodies or anything. I'm an expert critic though, so if I ever hear something I know will work it will hit me like magic. Even though I've been playing bass, when I tried to transcribe something using FL Studio (10 now) I found the process to be difficult for me. I'll just leave music to someone else.
Other Projects
Which brings me back to my very first project, my serious platformer. The game uses a musical theme as its basis (pentatonic tones in a specific note according to the element of the room). This is to help back up the theme, but I have no idea HOW to go about writing music like that. I only know that it's what I want (Yay, that means I'm a director now). I also need special graphics that I don't know how to do (Irridescence).
Some interest has been shown in a few of my concept games: The pinball shooter and Epilepsy Man. I still don't know what to actually do with them... and by that I mean I've completed the physics engine (I'm pretty good at this part), but don't have any ideas of WHAT to do to the characters to motivate them (if anything) or what challenges I can have them overcome. Or in the case of Epilepsy Man, a simple good single platforming stage.
I don't know what makes good level design, only I know it when I see it.
I thought of a new way to handle game difficulty. Kinda similar to what Star Fox or Goldeneye/Perfect Dark does. The same world, but higher difficulties affect your objectives and start/exit points, maybe even the character you play as too. Only by playing all sides do you get a feel for exactly what's going on behind the scenes of the game.
Gaming
Just finished my Steam backlog as previously mentioned. Mostly this is:
-SimCity 4 (Which I thought sucked compared to earlier games)
-Wings of Prey (Poor controls in regular, unreasonable expectations in realistic... Look up Fighter's Anthology sometime, that's how you do a flight sim)
-Crysis and Crysis Warhead (Surprisingly good, aside from several script bugs)
-Dead Space (Derpy controls at first, annoying enemies at worst... it's like if you make a horror game about frogs, they aren't much of a threat or that scary, but it'd be annoying if you had to kill all of them to open a door)
-Borderlands (Of course, I maxed this out on the 360... now to do it again, great game..)
-Serious Sam HD (Has a similar annoying enemy design as Dead Space, but is more fun to clear them. First Encounter has an annoying number of enemies sometimes, but Second Encounter does it right.)
-Command and Conquer 4 (Worst. RTS. Ever.)
-Command and Conquer: Red Alert 3 (Pretty fun so far, but it breaks a few minor rules of RTS's, IE: make sure you can tell the units apart in a hurry. This could have been fixed by giving a few of the more samey units a stronger tint)
-Dungeons (It's not Dungeon Keeper, if you are expecting Dungeon Keeper then stay away.)
For other games I played Hydra Castle Labyrinth (quick jump before I let the LP spoil me). Good balance. Could use a few tiny tweaks, but a good game overall.
I'm now level 77 in Progress Quest.
Other
In completely unrelated news, I'm losing weight. Yay me.
Questions or Comments? Post them. Tinkering on my games is really all I have so anything to break up the time would be nice.
New Construction Options, Lok
Saturday, May 14, 2011
Tuesday, May 3, 2011
Extremely Important News This Week
I got a new computer so I'll be playing all my Steam games, especially the ones I've never played before, in a row. This means I won't be doing any work for at least a week. Apparently they added achievements to Counter-Strike: Source so I'll start with that.
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.
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.
Saturday, April 16, 2011
April Tweet 2 - I Got A Book!
Bought a school text book on game design. Gonna run through the entire book (quite thick, like 1200 pages). It's not a how-to guide or an instructional... it's more like a children's math textbook with quick how-to's and problems to solve with an answer key in the back. I will be solving this book over the next few days which will help getting me into "Good Work Habits" and programming regularly.
Friday, April 15, 2011
April Tweet - New Game Idea
Minor update.
I got a brilliant idea for a game while watching some footage of Alien/Devil Crush. A cross between a pinball game, and a Shoot 'em up.
You'd move the ball around like a normal pinball (flippers and paddles), BUT you got guns which you control like Smash TV (Dual-Stick Shooter). Shoot enemies and bosses and stuff.
I got a brilliant idea for a game while watching some footage of Alien/Devil Crush. A cross between a pinball game, and a Shoot 'em up.
You'd move the ball around like a normal pinball (flippers and paddles), BUT you got guns which you control like Smash TV (Dual-Stick Shooter). Shoot enemies and bosses and stuff.
Sunday, April 10, 2011
Empty Week
Well, Epilepsy Man was an April Fools joke... but he tested very well with my little cousins so maybe I should make it into a real game.
I'm still feeling a little down, but it's not that bad. I'm mostly achy due to improper exercising, y'know... lifting in stupid ways that will harm you. Don't, always follow the recommended lifting method.
I'm thinking there are only like 2 people even reading this blog. That's ok, it's mostly for my benefit anyways. I'm told that documenting game projects is important.
Current Projects
I might make Epilepsy Man, but that aside:
I've got the physics engine for my CastleQuest clone mostly done. There's a minor visual bug with pushing blocks. I've proven that it is just a visual bug, the collision detection works properly. A mild desync, I'll correct it later. I just need add jumping and its done.
Other Projects
My bro's friend is taking a game programming course online through DeVry. I kinda wanna take the course too, but I can't find it. Seriously, I searched and I can't find it. I hate how politically correct school course names are too. You can't take "Writing", you have to take "Humanistics"... herp da derpz.
His first module actually was with using Game Maker. So I've been looking at his intro projects... Well, they're quite poor. Nothing wrong with that for a first timer though, the basics are all there. But I get the feeling that his teacher is going to be forcing graphics tricks over legitimate gameplay.
Oh, the point! Ya, to help out I've been teaching him on the side how to make Bomberman in Game Maker 8. It's one of the most educational games I can think of. You got destroyable randomly placed blocks with protected zones, static AI (automatic patterns), dynamic AI (reactive patterns and machine states), re-dynamic AI (I made this term up, it's probably called something else, machine states with self referential variables), power ups, menus, scoring, timers, grid based movement, grid based collision detection, object controllers, sound, music, palettes, etc... lots of stuff.
So I've been making my own Bomberman clone on the side while I teach his guy the basics of game design... ironic, he's going to school to learn this. I made a Bomberman clone AGES ago in QBasic (like, in '87 I think)... so it can't be that hard to do in Game Maker. I really wish I could find my QBasic disks, I have dozens of games from the decade I used it... it'd be nice to re-create my own games verbatim.
Future?
My weakness is still procrastination, but I've been pretty good at focusing my procrastination time into exercise. If anyone has any requests of a classic game I can make a Jimmy Hart version of by all means post it. I need the practice.
Gaming
I'm back on PSO, hard. WHY~~~~!!!! I played it for 10 years solid, got a good 100k accumulated hours on it (that includes multiboxing before you point out the game hasn't been out that long yet). I've also been playing the "Indie Game of the Day" from the GameFAQs Indie Board... there's a lot of great stuff out there. I also got Pilotwings Resort and a 3DS. It's nice, but that killed my budget for the month. The 3DS is nice that is, Pilotwings is short and lacks multiplayer.
I'm totally not going back to work right now just gonna listen to music and drink, Lok.
I'm still feeling a little down, but it's not that bad. I'm mostly achy due to improper exercising, y'know... lifting in stupid ways that will harm you. Don't, always follow the recommended lifting method.
I'm thinking there are only like 2 people even reading this blog. That's ok, it's mostly for my benefit anyways. I'm told that documenting game projects is important.
Current Projects
I might make Epilepsy Man, but that aside:
I've got the physics engine for my CastleQuest clone mostly done. There's a minor visual bug with pushing blocks. I've proven that it is just a visual bug, the collision detection works properly. A mild desync, I'll correct it later. I just need add jumping and its done.
Other Projects
My bro's friend is taking a game programming course online through DeVry. I kinda wanna take the course too, but I can't find it. Seriously, I searched and I can't find it. I hate how politically correct school course names are too. You can't take "Writing", you have to take "Humanistics"... herp da derpz.
His first module actually was with using Game Maker. So I've been looking at his intro projects... Well, they're quite poor. Nothing wrong with that for a first timer though, the basics are all there. But I get the feeling that his teacher is going to be forcing graphics tricks over legitimate gameplay.
Oh, the point! Ya, to help out I've been teaching him on the side how to make Bomberman in Game Maker 8. It's one of the most educational games I can think of. You got destroyable randomly placed blocks with protected zones, static AI (automatic patterns), dynamic AI (reactive patterns and machine states), re-dynamic AI (I made this term up, it's probably called something else, machine states with self referential variables), power ups, menus, scoring, timers, grid based movement, grid based collision detection, object controllers, sound, music, palettes, etc... lots of stuff.
So I've been making my own Bomberman clone on the side while I teach his guy the basics of game design... ironic, he's going to school to learn this. I made a Bomberman clone AGES ago in QBasic (like, in '87 I think)... so it can't be that hard to do in Game Maker. I really wish I could find my QBasic disks, I have dozens of games from the decade I used it... it'd be nice to re-create my own games verbatim.
Future?
My weakness is still procrastination, but I've been pretty good at focusing my procrastination time into exercise. If anyone has any requests of a classic game I can make a Jimmy Hart version of by all means post it. I need the practice.
Gaming
I'm back on PSO, hard. WHY~~~~!!!! I played it for 10 years solid, got a good 100k accumulated hours on it (that includes multiboxing before you point out the game hasn't been out that long yet). I've also been playing the "Indie Game of the Day" from the GameFAQs Indie Board... there's a lot of great stuff out there. I also got Pilotwings Resort and a 3DS. It's nice, but that killed my budget for the month. The 3DS is nice that is, Pilotwings is short and lacks multiplayer.
I'm totally not going back to work right now just gonna listen to music and drink, Lok.
Friday, April 1, 2011
Epilepsy Man is Complete
Based on a true story, from the internet. A man who flashed bright red and blue, gave seizures to the world.
Gameplay
It's basically an action platformer. Epilepsy Man walks through the stage flashing giving anything that looks at it seizures. It's somewhat a parody of the stealth genre, since you want to be seen by enemies, but not by allies.
Boss
There's only one Boss, the evil Dr. Strobe. His Strobelight powers means he only ever sees one of Epilepsy Man's colours and will not succumb to a seizure. How to defeat him you'll just have to figure out on your own.
SPOILERS: You shoot him
In Other News
Today is the 1 year Anniversary of version 31 of Dwarf Fortress... Not since PSO have I logged so much time into one game.
Epilepsy Man is available now for quantum download. If you are frothy you already have it.
Fore Realz, Lok
Gameplay
It's basically an action platformer. Epilepsy Man walks through the stage flashing giving anything that looks at it seizures. It's somewhat a parody of the stealth genre, since you want to be seen by enemies, but not by allies.
Boss
There's only one Boss, the evil Dr. Strobe. His Strobelight powers means he only ever sees one of Epilepsy Man's colours and will not succumb to a seizure. How to defeat him you'll just have to figure out on your own.
SPOILERS: You shoot him
In Other News
Today is the 1 year Anniversary of version 31 of Dwarf Fortress... Not since PSO have I logged so much time into one game.
Epilepsy Man is available now for quantum download. If you are frothy you already have it.
Fore Realz, Lok
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