Wednesday, November 28, 2012
Day 18
Added a "Mana-Bar" and integrated it with the Magic-attack so you can no spam it anymore. The more shrines you activate, the more total Mana you can have.
Day 16
I added spiders to the "Hills" area and implemented Dialogue written by Hiriuz. I also finalized the Text-Boxes, making them be an actual box and not just white text written out on the screen.
Friday, November 23, 2012
Day 14
Today I implemented the NPC sprites made earlier, Added "scrolling" text when you are looking at them and pressing space. Basically, I finalized the Dialogue system and it works great. Hiriuz started adding more trees to the "woods" area. I also made all the triggers and stuff nessecary to call the game "complete and playable" It now has a beginning, game-play, and an end. You learn how to shoot magic from an old man in the village. and you learn how to you use your sword from another NPC.
After that you can leave the village to "activate" all five shrines. Once activated you may leave the town by ship.
compressing the plan and removing everything that was not vital fro game completion worked out very well. We now have a whole week to add pretty much whatever we feel like and fix as many bugs as nessecary.
Sakroit has been sick for the last few days which has been annoying, as we would very much like to include him in the "Writing of NPC Dialogue" part. Right now it's just a bunch of "
[Do X then do Y then Come Back here]"
Here's a video showing almost everything we have so far.
After that you can leave the village to "activate" all five shrines. Once activated you may leave the town by ship.
compressing the plan and removing everything that was not vital fro game completion worked out very well. We now have a whole week to add pretty much whatever we feel like and fix as many bugs as nessecary.
Sakroit has been sick for the last few days which has been annoying, as we would very much like to include him in the "Writing of NPC Dialogue" part. Right now it's just a bunch of "
[Do X then do Y then Come Back here]"
Here's a video showing almost everything we have so far.
Wednesday, November 21, 2012
Day 13
Today I completed the shrine-animations and added them to the game. A Shrine is activated by shooting it with your magic spell. The more shrines you activate, the more mana you will gain.
I alos added the basics of a dialogue system. At the moment all it does is draw out plain text on the screen when triggered but it's a start.
Hiriuz alos added the water-sprites I made earlier into the tile-map.
I alos added the basics of a dialogue system. At the moment all it does is draw out plain text on the screen when triggered but it's a start.
Hiriuz alos added the water-sprites I made earlier into the tile-map.
Tuesday, November 20, 2012
Day 12
We have been repeatedly falling behind the planned schedule and missing out on planned features. we decided to try and finish up the "required for completion" part as soon as possible. and leave week 4 completely to polish and adding things we missed. Today I finished up the magic "attack" by giving it an animation made by Sakroit, and fixing some bugs with movement while shooting.
I also added the shrines to the actual game. They don't do much yet but it's a start.
I also added the shrines to the actual game. They don't do much yet but it's a start.
Day 11
Today I implemented the code for shooting projectiles with the Shift-key. I also removed Diagonal movement, as it was causing glitches and there's no time on the schedule to fix it. an annoying but nessecary compromise to focus on other things.
Day 10
Today we figured out how to split up the work-load by opening the files individualy instead of opening the entire project. Hiriuz got babout halfway done with the "Forest" part of the map. and I got it aligned with the world.
Thursday, November 15, 2012
Day 8
Today I re-assembled the collision code. It's still a bit buggy but objects don't stutter anymore. I also separated the actual tile-maps from the code that draws and moves them, so adding more tile maps should now take minimal effort.
Tuesday, November 13, 2012
Day 7
In an effort to fix the stuttering of all objects (seen in the last video) I disassembled the collision code and tried to re-assemble it correctly. Unofrtunetly this broke it. I will try to fix it tomorrow. Sakroit added a rudimentary re-spawn mechanism, I added the basic code for enemies, a working health-bar and the beginning of a more properly set-up Tile-map controller.
Monday, November 12, 2012
Day 6
First day of Week 2. I have been working on the project little on the weekend so I guess that on Mondays I'll also recap what I did on the weekend. I added dynamic, destructible objects: Bushes and Implemented Sakroits Sword animations into the game. Fredrik also finished up the first piece of music for the game while Hiriuz edited the walkcycle a bit and finished the city cliffs.
Friday, November 9, 2012
Day 5
So, Last day of the first week. We are behind our schedule and will probably need to change it quite a bit. We are still just about halfway done with the Town. Sakroit put together some really nice-looking attack animations. I added code for player animations, and Sword animations. and worked on the town layout. I almost got object collusion working.
Thursday, November 8, 2012
Day 4
Today Hiriuz made player sprites and almost got done with player movement animations. Sakroit made several houses, cliffs and other misc objects and I finished up collision code and got halfway done with the city layout. I'm afraid that we are falling behind the schedule. By tomorrow we should be done with the spawn city, and all the graphical features within it. If we can do that in one day or not. If we don't get it all done after tomorrow we will have to change the planning, and possibly remove planned features. We'll see.
Wednesday, November 7, 2012
Day 3
I finished up Camera movement, Player movement, Tiled sprite-background with an array and basic player collision. We also finished several sprites including an animated fountain, a bush, bridge and a building.
Writing the code for a game on your own gives you an insight into how counter-intuitive things really are. One good example is camera movement.
When you walk downwards in a top-down game You may think that you are moving downwards on the map, when, in reality it's actually the map moving upwards creating the illusion of downwards movement. Your player character never moved an inch on the screen right? So the next time you play Minecraft remember that you are never moving, it's simply the world being moved around you.
Writing the code for a game on your own gives you an insight into how counter-intuitive things really are. One good example is camera movement.
When you walk downwards in a top-down game You may think that you are moving downwards on the map, when, in reality it's actually the map moving upwards creating the illusion of downwards movement. Your player character never moved an inch on the screen right? So the next time you play Minecraft remember that you are never moving, it's simply the world being moved around you.
Tuesday, November 6, 2012
Day 2
Today we got as done as we will get with planning. Here's a picture of the Whiteboard I mentioned:
We got three or four sprites done, Sakrout made a really quite nice-looking tree.

Me and Hiriuz made a Class-Diagram and started writing code. We are right now at 17 .cs files, at around 30-80 lines of code each. all it does is draw two Spries. We got really close to getting camera and WASD movement working though so all-in-all this was a very productive day.
We got three or four sprites done, Sakrout made a really quite nice-looking tree.
Me and Hiriuz made a Class-Diagram and started writing code. We are right now at 17 .cs files, at around 30-80 lines of code each. all it does is draw two Spries. We got really close to getting camera and WASD movement working though so all-in-all this was a very productive day.
Monday, November 5, 2012
Day 1
I think I should first explain why I'm writing this. It is mostly for myself, but I think there are people out there who would find reading this interesting. for the next four weeks I will be making a post here every day. No matter how long, or how short. I will be describing what I worked on (in the game project APU) that day. If you have any viewpoints or ideas feel free to comment, as I'm always open to criticism and new ideas.
Today we decided on groups and started planning the project. We had a hard time deciding exactly what to do, and what engine to use. but ended up on a Zelda-Clone in XNA. The final choice was between a 3D Tower Defense and the Zelda clone. While it would be easier for me to make 3D models for a 3D game, I think I would learn more about making games writing code in XNA.
For the actual game story we had a ton of ideas, but at the same time pretty much no ideas. We wanted it to be an adventure so Hiriuz came up with the idea of a kid leaving the village he grew up in by boat, the actual game playing out on an island. I then though of connecting the idea with an old concept we used for a "failed" game/experiment. called "The airborne treasure" I will not go into much detail on this, but the jisst of it is a young guy is the captain of a flying "steam-punk" ship.
So for this project we decided to make his "back-story", how he came across the ship and how he learned to control it.
We were given the classroom whiteboard, whiteboard pens and post-it notes, on which we imedietly started writing down features, code layout ideas and we even began the outlines and load-sectioning of a top-down map of the entire game.
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