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Screenshot Saturday

Managed to get the web editor exporting tileframe data nicely, and with a few modifications was able to get TGB to import the new map data and render the maps in the existing tilemaps.  🙂 yaay.

New tilemaps in Game Engine.

Now if I can only find out what makes it crash when you touch the mouse……

*scratch head*.. well at least it’s progress..

Oh and we have new and very awesome epic in-game music now from www.indiegraphics.net

So it’s  been a good week overall.

[Edit::]  Found the Crash.  it was to do with the checks for various player positions on the tilemap for shooting.  Which is totally obsolete, due to the new tilemap, so it was crashing.

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Milestones

Pardon me while I ramble..   if you get bored you can pop over to the map editor and play around and let me know how it performs for you (IE users, don’t bother), and saving is disabled.   This is essentially me trying to externalize the process of development that seems to work for me.

It’s easy to get lost, sidetracked, disillusioned, or just plain worn out when embarking on a massive self guided project.

Even when you feel like you can just keep working on a project forever because you have so many ideas you risk it all if you don’t know what the final product is going to be.  For example, the megahit Minecraft was in development for over a year and sold close to a million copies before the guys at Mojang finally sat down and decided what they were actually making.   I’d wager if it hadn’t been for it going viral, it would have wound up just another of the tons of  half finished abandoned indie projects that litter the web because they didn’t know what they were making.

On the other extreme, there are just as many abandoned overdesigned, super perfectly detailed design documents for games that will never be created, scattered all over the internet as well.  Potential games that were literally designed to death, go dig around on sourceforge and you’ll find hundreds of em in ‘planning’.

So what’s an indie developer to do?

Frankly, I’m not sure.  I know what seems to work for me  (so far), and that’s self imposed milestones.

Now let me clarify a bit.  I’m not talking about your usual development project, spec sheet loaded, time and budget allocated, cut your funding if  you don’t make it milestone.  That’s for a different type of development, not a creative endeavor.  It has it’s place, but not here.

What kind of milestones?

I’m talking more of a softer, moldable, flexible type of milestone.  You take one, you work on it, do whatever you want withing the parameters specified, and when you’re done you have real tangible progress.  Then you pick another one that mirrors what you’re in the mood for.    That’s key for me.   When I get to the point in a project where I don’t have a choice in what I need to do next and don’t want to do it , I get distracted. (see the Mutant Sheep Eat the Earth!, game… it’s pretty much stalled because I’ve worked myself into a corner where there’s nothing exiting left and I’ve gotten totally de-motivated  (psst it’s not dead.. just hibernating in my subconscious.. I have plans percolating.))

For example, by the time you’re reading this, I’ll have wrapped up my latest milestone for BSDDoD! which was ‘Build a web based editor to let me edit game elements and export them into a flatfile for use in the game in 20 days.’

Flexible task definition

That’s it for the definition of it.  I didn’t have any other notes or plans other than I knew the map size has to be 20×20 due to memory constraints of the final 10×10 grid of 20×20 maps that the game will happen in.  I could go as feature rich and as crazy as I wanted to, but I always kept a mental track of trying to hit the date or at least get as close as I possibly can.   I didn’t even know what I was going to write it in (jquery, cakephp and custom javascript if you’re interested, it almost wound up a desktop based Python application or java applet)  I didn’t pre-plan features other than the map size.  This let me actually create and explore while working on it.

I really try no to make too many choices that will force me to wind up in a position of having to determine things for future milestones.  Now of course it’s inevitable that there will be some overlap, but striving to make each milestone into it’s own creative endeavor keeps me interested in the long run.

Know how long you can stay focuse… ooh look shiny!

I know how long my attention span is, and how long I can proceed with certain types of tasks before getting bored and I make the milestones accordingly, and I try to have a couple of milestone choices available to choose from, so if I’m in the mood for more coding I can do that, or if I need a break and switch to art asset creation, planning, music etc those options are available for me.

So my next choices for BSDDoD! milestones are:

  • Coding, Import map data and generate levels in the Torque Game Builder engine that alpha 4 was working in, 7 days
  • Art, Create Door, wizard (basic wand and arm) and basic creeper art assets, 14 days.
  • Design, come up with different enemies and concept art and various powerups available in the witch’s shop, 14 days.

Time is relative

Now you’ll notice that my ‘days’ have very very very little relevance to normal time, this comes with having a 1 year old, and a fulltime job, an art site and business to help launch  and some awesome swiftthought.com development work that all take priority.

That’s ok.  I’m fully aware that this 6 month project is already in it’s second year and I’m ok with that.

I can see progress being made.

I can see what  I need to do, to get there.

I still have to make up how to do it.

I can see the milestones all the way to the end.

I have no idea of  what all the things I will have created by the time I get there will look like.

That’s damn exciting.

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IrisEdit Screenshot Saturday

In an attempt to keep updating this on a more regular basis here’s the first of (hopefully) many Screenshot Saturday.

a screenshot of the almost complete level editorThis is a screenshot of the irisEdit map editor on my dev box.  At this point it’s 90% complete.  There’s a glitch in the saving/reloading that needs tweaking but other than that it’s ready to start building levels in.   At which point I’ll move to the live databse over at editor.irismel.com

Unfortunately this week was full of all sorts of fun freelance stuff and prep for the baby’s 1st birthday party (in roughly 11 hrs from now)  so I didn’t get the editor wrapped up.. but hopefully I can get it knocked out Sunday if I’m lucky.  Next week promises to be full of more and maybe even some new paying client work, which of course takes precedence over BSDDoD! progress.

What I’m Playing:

  • http://insideastarfilledsky.net/ A recursive, larger than the Galaxy  shooter.  From the guy who made Sleep is Death (more coverage of that over on RPS) which was a lot of fun to play with P.
  • Bejeweled 3... because it’s like sparkly snappy happy crack…. especially some of the new gamemodes.
  • X3 Terran Conflict – the last, best, biggest, entry in the X series of intergalactic space trader conquer the galaxy games (available on steam)
  • But with a new Minecraft patch hitting tuesday… all bets are off for the next week.
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Editor Work

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.