UI! That’s right, with a little love I managed to get an in-game UI working for the basic play button (shop does nothing yet) I also got the fundamentals of the in-app options set up and much more, but it’s not really anything that you can see..
After that, I went back and did a minor re-factoring of some of the War Mages will have a few more changes being made this weekend for the beginning of the challenge/training levels. I hope to have that ready for publishing next week.
And finally, it’s been too long but it was beyond time to just play in photoshop for a bit. Granted it suffers from not having a reference and I really should re-work some parts, I’m pleased overall.
That’s it for this week’s update.
Short post on progress things. Things have just been lots of grunt work and non pretty things.
Will have things to show real soon.
- 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 track of.. no AI or whatnot but still it’s a start.
- Implemented basic box2d physics for player and monsters. this will have all sorts of fun payoff later I hope. Force waves, shapnel etc 🙂
- Got the macro tiles wired for a* pathfinding.
- Got the World generating a Maze and then replacing it with matching macrotiles that randomly match the exits of the cell.
- started on map rendering
- camera instance screen objects so I can have a smooth moving controllable camera that chases the player.
See.. lots of neat stuff… however nothing that you can actually look at other than a bunch of diagnostic log output.
Performance wise it seems to be running at ~240 fps on the low end test machine and ~somewhere over 3,000 fps on the new machine.
So I might need to add in a ‘laptop’ mode which disables the whiz bang pretty stuff I hope to get put in.
So I’ve got to grab that soon.
Three days. That’s not a whole lot of time left.
The list of cut features is growing on a daily basis, and new incidental bonus things are beginning to crop up.
- Music! makes a world of difference
- New website area and working Facebook integration
- 4 final levels (6 more in development)
- new backend tools for tweaking text wrapping issues
- new bolt particles and images and tweaked effects
- improved dialog for failure 🙁
The Must Get Done List:
- more levels
- three tutorial dialogs (timing, prisms, advanced prisms)
- signed jar
- button noise issue
- success dialog and information dialog images
The Would be Really Nice To Have List:
- the final enchant tick fix
- collision enchantment graphics
- better /more sounds
- Mac applet support (pc only for now )
- emitter hover path highlighting and count to impact for making adjusting timing much much easier.
The Not Gonna Happen List:
- Loading Objective images from site instead of in jar
- Standalone App
- Further FB sharing & Integration for wall posts.
- Many more levels
- More placeable types (triggers etc)
- better level editor that lets me edit saved levels.
So what do you do if you have an unexpected 3 days of vacation. Well if you’re like me you get a chance to dig into some new fun tech and wind up making a new version of the tile editor to support your game. As I mentioned in the last post, I’m in the process of moving to a front face Isometic camera for BSDDoD! (like the original zelda). Which is going to necessitate a new tile editor to do all the hard work.
The old editor is still online at http://irismel.com/tileEditor/ and functioning in it’s primitive state. However the new editor, is slowly coming online at http://editor.irismel.com with the real magic happening on the editor pages ( http://editor.irismel.com/maps/editMapTiles/12 ) There’s still a bunch of fun stuff to do, like detecting and placing the front facing tiles and being able to place and edit objects, not to mention being able to export this and get it into the primary game engine files. But, overall, this has been an excellent week’s worth of progress. Cake PHP is proving to be a fast and flexible framwork to be able to create complex data driven applications. I really hope to get many more chances to dig into it and do fun web-app stuff..
The new editor does everything that BSDDoD! needs and then some, in fact it’s pretty close to being a whole generic level editor for all sorts of tile based games… but one step at a time eh? I have a short list of to-do items left for the editor and then I can pop back into the main TGB code and start to implement the new map style (should be simple since the editor will generate complete maps) and start updating the player, adding new creatures, and adding the equipment shop…
What I’m Playing:
Revenge of the Titans: This is an addictive, just incredible take on the tower defense genre, and the latest version just simply does so many things right.
Space Chem: This is probably the puzzle game of the decade. Build chemical compounds with an assortment of commands given to waldos… oh hell I can’t describe it.. just go get the damn thing or read Rock Paper Shotgun’s coverage...
X3: Terran Conflict : the last entry into the X3 universe by EgoSoft. It’s got a steep learning curve but leads right into the heart of one of the best space trading/combat/strategy games of the last 15 years.