Archive | May, 2013

Bigger sprites equals better game

31 May

Gather – WASD to move the camera around, the two big buttons in the top left build bots.

I’ve been working on getting the bots to “talk” to each other more; so that 1 bot can tell another where he found some ore, for example. And attack bots now try to pursue enemies carrying dead bots. the added base component, the “stomach”, is just a cosmetic change to show available Ore reserves. And of course, I expanded the size of some sprites because they were tiny.

 

Looking Ahead…

15 May

This summer I plan on getting a head start for next semester’s Game Production Lab. I’ve been assigned to the game “Control Room”, which is a 2D, top-down, strategy and puzzle game about leading a group of operatives into a Secret Facility where you also happen to be a control room operator. So, you’re a double agent working to take down the facility while avoiding suspicion. I, for one, am ecstatic that we got a 2d strategy game to work on; as I am all about that shit.

Even better, is that Control Room will be made in Game Maker, which I have at least some experience in. Granted, I lost literally every project I ever worked on in GameMaker a few months ago, but I was gonna have to relearn certain aspects of it anyway. While I do have some serious gripes about GameMaker’s pricing structure, like why it costs $400 to add HTML5, Android, and iOS exporters, the program itself can be quite powerful.

And more importantly, it will be Game Development Done Right. I cannot stress enough how important it is to iterate on a game before you’ve even landed on what exactly it’s about. Next semester has the benefit of three whole months of prototyping beforehand, which I’ve already kinda sorta started.

Last semester, zero iteration, terrible development. Without getting too much into it, my experience in Game Lab last semester was mostly me trying to learn a whole new game engine and language while working on an untested game design. It was no fun, it really soured me on working with large groups that don’t communicate (or any size group that doesn’t communicate for that matter), and  and it really drilled in the importance of pre-production and prototyping.

 

Anyways, I anticipate Control Room will be a very fun game to work on. I’ll try to post about progress if it’s significant and playable.

Attack and Gather with Buttons, Oh My!

10 May

The updated game. – This version should work better on mobile. UPDATE: So, when I run this project in my editor, everything works fine. Exported, the game has some baffling bugs. As far as I can tell, this is because I’m on the Construct 2 beta update channel. And if there’s one thing that can be said about Scirra, it’s that they do frequent and often bug-causing updates.

On the surface, all that’s new is the interface and the inclusion of Attack Bots. Of course, in the background there was more, but it was mostly stupid bug fixing. This time around, Gather Bots care less about finding Dead Bots, and their behavior has changed so that they “swarm” less one object. Attack Bots search for Dead Bots to bring back, and, if they see another team trying to take a Dead Bot, they attack.

One of the things I had to change a while back was the Turret system used by my bots. The Construct 2 behavior plugin, “Turret Behavior”, had some real limitations as far as determining whether an object was a suitable target. So, I just use events to control which objects are targeted. I’m getting close to the point where I must just try and write my own Plugin. If nothing else, it’s good motivation to learn Javascript.

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