I added a few counters to the interface but they are taxing the database a little bit to much. They are updating and they do look really good but they should only update once every 15 seconds rather than updating 10 or plus times per second.
The premise of the game this far is that the character requires some water in order to complete the level. Score is based purely on time and your ability to jump and move around requires water. The problem with water is that it comes from clouds and clouds require circles.
I fail when it comes to aligning circles into a cloud like pattern.
The other day I started on an HTML5 engine and due to the project being started from a lack of bordom I ended up writing zero documentation, aside from the gravity and collision, which means that this is going to be one of those ‘write once then again’ kind of projects.
The structure of it so far is specific to the player, the characters drawing, there are no proper objects and no proper object handling because of this. Before the project is done I would like to incorporate these things to make the application run better faster smoother etc. As for now I would just like to create the game and make it relatively fun though.
I added in a cloud and the cloud kind of moves at the moment. Rather slowly but that’s just because it doesn’t look back around to the other side yet. I would like the could to rain and require the player to have to eat the rain in order to jump, move etc. Once the rain bar is filled then the level is over.
Platforms are going to be in the way of the rain falling and this will allow forcing of the player to jump up onto the platforms to get said water. The trick to the game is going to be a risk vs reward factor which means that the player is going to have to make judgment calls on whether or not the rain drop is worth trying to get to.
I decided to move the platformer engine over to live development which means that if you are one of the 20 people currently on this site and following the articles you will be able to follow along with the development process and see the updates as they happen live.
I have now added in some gravity and velocity to the game. I still need to tweek a few things to make it a little more enjoyable and give it a better transition of movement. At the moment everything tends to happen rather quickly and it looks really blocky and buggy.
At the start of the round the player drops from the top left and lands on the floor. This is the first proof of concept that the dropping of the character is working.
The next thing on the list is to go through the blocks that the character can land on. This is going to involve creating an array of platforms and checking to see if the character should have landed on it based on where it came from, where the platform is and where it is going.
Yay math! Yay branching statements!
Currently working on a little plat-former game engine that is currently being built rather slowly but I am happy with the current rounds of performance and how well everything has been coming together. I now have colliding objects and an integration of tweening motion between points with movement levels. An example of this is the sun moving right, down, left and up again by 50 blocks per 50 or so cycles.
The next step in the project is to built a proper gravity engine that will allow for player velocity through the x and y co-ordinates along with object collision with all blocks that will act as ground blocks meaning that if the player hits them they will then be registered on that level and will be able to be moved with the keyboard again.
Just recently started to work on the mobile application again and this is going to be the sixth day of development. The main focus on this post is what I am planning on adding to the application. So far I have a few extra zombies that will be added to the application and a few new extra turrets that need to be added.
I know what you are thinking and I’ve said it before. I am not a graphic designer but I am the farthest thing from it. In fact I am primarily a server side developer and thus the graphics were whipped up on the fly. I do need to change a few features of the build menu. One of the things that I need to do is move it so it cannot be moved off of the screen.
Unlike the previous posts for this project this one is not a consecutive day since I picked up another side project that has taken a bit of time. It doesn’t help that the Minecraft server that I play on was reset…
Tonight the Tower defence game has gotten a little bit of an overhaul as far as functionality goes. I have finally started up again and implemented build and upgrade menus. These menus are not completed because there are some game features that need to by tied into them but it will come and it will most likely come soon since I am rather excited about the current state of the project.
I know you like image
Right now you are probably thinking something along the lines of “Caleb, why the heck would make it that ugly.” And my response is something along the lines of “I don’t do graphics very well.” On the bright side each of those tiles displays at a different size once on the actual phone. They are about 50% of their current size on the screen because of the pixel density.
I am happy to have written high concept document and a low concept document that covers all of the features of the application. Creation of the application happened rather spur of the moment but I have to many ideas that have been stored in doc files over the years. This game was fully written up about 2 years ago now when I originally wanted to create it for IOS but instead I chose to build it on Android.
Back to writing full documentation… This is the most important thing that you can possibly do. Write out everything and be clear about it for future reference. I had two pages of font 11 type that just went through what happens in game when there is a click event and I am so great-ful that it was part of the design and already thought of prior to implementation.
There are a few things in the game that I would like to change. First and foremost is drawing out the graphics. Things like grass and concrete paths don’t change and thus they can be drawn out once rather than cycled through on each pass of the game. This is my largest fault of lag that causes my SGSII to have CPU spikes around 40%; which isn’t a lot but it is a little more than I would like for a game that is this far into development.
This episode was brought to you by Season 5 of Lost. (I didn’t die of boredom.)
day 3 day 4 of the tower defence game project and thus far there are a few features that I have implemented and a few features that are still outstanding. In the projects current state there is one type of creature and one type of turret. The path that the creeps go down is a single line as there is no path finding programmed into the game yet and in the end I intend for this game to be running on a pre built path.
No forcing of creature’s paths in this game.
While I write this article I am monitoring the games ability to handle speed and I am constantly working on attributes behind each item such as creature speed, and health along with the turrets damage, speed, range, and cost.
I have built in a rather unique way of purchasing turrets but I don’t want to get into that kind of detail in this post so I am going to leave it out.
These images are a few hours old and the application looks a lot different now then it did at this stage of development.