You are currently browsing the monthly archive for April 2009.
Release time, woo! Seeing as in this build we have pretty much all the main gameplay mechanics implemented, I’d better splurge on the details regarding what the hell this thing is actually about. First of all, it looks like this:
So, the game is centered around colours, and the mixing thereof. Using the three different colour “seeds”, the player is able to change his/her own colour, and also that of the background. For example, touching a red seed will change the player’s state to red (I haven’t actually made different sprites for this yet, so you’ll have to imagine it). This allows you to move straight over red blocks. While red, the player can touch another seed, let us say blue. This will mix the two colours, and change the background to this rather lovely shade of purple, and return you to your neutral state. Now, there is also a purple block in the debug level in this build. However, when the background is also purple, you can’t see it, and if you can’t see it, as far as I’m concerned (and the game, of course), it no longer exists. You can pass right over it! This allows for all kind of tricky puzzles that I personally can’t be bothered building until we make a level editor, but if crazy people want to build one straight into the .py file, they’re welcome to. By the way, that little door in the bottom right is the exit/goal. At the moment it quits the game when you touch it. Don’t worry, it isn’t broken.
A note: These art assets are absolutely not final. Everything’s a little plain at the moment, but I will work hard to make it look better, and failing that, get someone else to make it look better.
Anyway, play around with it, you can download it here.
EDIT: Except you can’t at the moment because filefront failed, so get it from our google code host here.
I would say I had no issues with Daniel’s original decision to work in C# other than my own unfamiliarity with the language, but of course that would be a lie. Obviously, deep down, I secretly feel the unexplainable disgust of syntax prejudice, these strange curly brackets and unrestrained indentation caused various bodily fluids to simmer gently in their appropriate organs. However, being aware of this prejudice, I pushed it aside in my decision of what language to use… or so I believed. [END MELODRAMATIC MONOLOGUE] Instead, the decision was based on the inevitable slowdown that working in an unfamiliar language would have caused. While learning C# is probably a worthwhile objective, it seemed premature to do so when our practical knowledge of python never extended beyond the bare outline of a space shooter. The prospect of actually making a game seemed more important than learning a new language. Furthermore the code relied on Microsoft’s .NET XNA libraries, and while a mono port of these exists, we remain uncertain of its quality or completeness. It’s entirely possible it would have worked fine, but this uncertainty was important to considered.
Edit: This wasn’t actually finished when Rivas posted it! I was still drafting it. You can instead consider it a snapshot of my working psyche.
Further Edit: I’ll post whatever I want, whenever I want, and there’s nothing you can do about it. Know this. –D
A quick heads up on the game. Alex Horsman just joined the project, so be prepared for long boring posts about protocols and stuff (just like the old slice!). We’re putting the game out under the Cunning! Slice name, so I figured, we need a logo. After five or so minutes in Inkscape later, I came up with this:
Thoughts? I need for sure to make those semi-circles less regular, but any other suggestions would be great.
In other news, the GTAIV final level is so full of bullshit, I don’t even want to talk about it.
So, I added a different perspective. Pressing “g” swaps between top down (default) and side on. Basically, all side on does is enforce gravity, and allows you to jump by pressing the spacebar. My game isn’t going to use this, but I might as well make the engine as general purpose as I can so I don’t have to do all this again for a different project. Plus, it was an easy thing to do. The jump is really crap, by the way, but improving a mechanic I’m not even going to use seems a little wasteful. It works, for now.
I also cleaned up the code considerably, which should make the rest far easier. But yeah, I get it, that’s really boring.
Link to v0.02 here.
So, I’m making one, hurrah! I won’t talk too much about it now, but it involves mixing colours. I’m doing it to learn C#, and get back into programming in general (the last time I did anything was around two years ago). I’ve been coding it for a coupla days, and have made the basic 2d engine, which looks like this:
Not much to it yet, you can slide the little black thingmy around the screen, and it stops at the edges. Here is my ToDo list:
Type up design doc (or possibly just scan in original written sheets? Shows off messiness of my brain.)
Implement acceleration in player movement, and sprite animation (movement feels very dead atm).
Add collidable objects.
Implement colour changing and mixing.
Rest of art assets (recruit friend?)
Outsource level design (object placement, etc) to seperate file
Lots of testing.
Sound. (Thinking ambient very quiet noises throughout, and then a different piano chord every time colour seed hit. And of course something satisfying for beating a level.)
Shop name about, see what people think, probably change it.
Oh, also revision for exams, but that’s no fun.
Link to download here
That turned out well. So much for updating regularly here, or indeed anywhere, but thems the breaks. I’ve had a lot on, guys and gals, seriously, but enough with excuses. In amongst more revision than is decent, I’ve squeezed in a lot of various Grand Theft Auto titles, at the expense of maintaining anything even resembling a social life. My time in Liberty City has been fairly fruitful, or at least as fruitful as a video murder-simulator can be. GTA games, in my experience, positively churn out anecdotes, and everyone loves anecdotes, right? I know I do. My personal favourite is from San Andreas (I refuse to make a Danny Miller joke here). Right at the end of a long, difficult and tedious mission, my extremely rotund CJ is outrunning police on foot, after extricating himself from his stricken (and stolen, of course) patrol car. All of a sudden, a crop duster falls from the sky, landing rather improbably bang on top of him. There my story should end, but the plane does not kill poor Carl Johnson, instead sending him flying in the air to land, alive on a grandmother, who does die. Everyone in the crowd takes offence, and the protagonist meets death at the hand of a beefy looking man with a moustache, if I recall. I swear everything I just typed is true. GTAIV and Chinatown Wars are nowhere near as buggy as the previous versions, which is almost a shame, but I should point out that the PC port of GTAIV is terrible, it’s ridiculously spec-heavy. Games should run better on my PC than an Xbox 360. Just saying.
Boom, new games journalism.
On a side note, I’ve been listening to the latest Franz Ferdinand album, and, well, it’s pretty mediocre. I can’t say that it’s bad, it has a couple of great songs, but compared to the first two albums, it’s just underwhelming. Liking the cover, though, and the discocentricness of the whole endeavour is good, at least they’re trying something a little different.