August 29

17:51

New Term, New Project!

I started a new project yes­ter­day that I’m really excited about! Basi­cally it’s Rune Fac­tory (Har­vest Moon with some dun­geon crawl­ing) + some ele­ments from rouge­likes (Mainly ran­domly gen­er­ated dungeons).

I spent all day yes­ter­day cod­ing the day/night cycle + sea­sons (It’s inte­gral to pretty much every­thing in a Har­vest Moon game) and it was so much fun! Cur­rently I’m cod­ing the farm­ing sys­tem and I’m almost done with it, haven’t hit a major speed bump yet which is great!

Here is a video clip demon­strat­ing what’s done so far here

And yes the sprites/tiles are stolen from Har­vest Moon for the time being, don’t worry they are only place­holder :)

April 8

08:32

New version of Tower game

New tower update, I’m too tired to write anything:

play it here

same con­trols as before except you can build blocks by press­ing ‘X’

April 4

00:16

Unnamed Tower Game

So I started on yet another project (I had a cou­ple of oth­ers which I haven’t posted, but they turned out pretty bad and didn’t get past the pro­to­typ­ing stage), but this is a project I should be able to fin­ish at least due to it’s sim­plic­ity. It’s a clas­sic endurance game where you jump up a tower while try­ing to get as far as pos­si­ble, since all the lev­els are pro­ce­du­rally gen­er­ated I don’t need to do any level design (which is what killed my drive while work­ing on the shmup)  which means I can eas­ily add some­thing and just add it into the gen­er­a­tor and it plops the powerup/obstacle into the map when it wants to, sav­ing me a lot of trouble!

I’m hav­ing lots of fun mak­ing this one, cod­ing is pretty straight­for­ward and fun (at the moment atleast) sprit­ing is a lot of fun and I’m even enjoy­ing playtest­ing the game (Even though it’s very bare­bones right now :P )

Things to add on top of my head include:

  • HUD (score dis­play, time etc)
  • Obsta­cles (blocks that break if you stand on them for more than 1 sec­ond, wall tur­rets that stun)
  • Level fea­tures (ran­domly gen­er­ate rooms and stuff like that)


March 5

11:51

Long time no update

I haven’t updated in a while, because not much have hap­pened (related to my cod­ing any­way) I have been busy with doing some free­lance web design and play­ing games.

I also got bored with cod­ing Sol.. as usual :( so I’m gonna take a break for a while and next time I start mak­ing a game I will keep it sim­ple and actu­ally get it fin­ished (prob­a­bly going to be a puz­zle game or some­thing) before I get back to the shmup. I’m prob­a­bly going to take a break until the next Some­thing Awful Game Dev com­pe­ti­tion because I’ve been fol­low­ing the ear­lier ones and it sounds like fun!

January 24

01:37

Cool shooting patterns and stealing more ideas from Touhou

So I got off my lazy ass and actu­ally did some new shoot­ing pat­terns, inspired by one of the pat­terns from DoDon­Pachi. I had to do A LOT of tweak­ing to get that nice “wavy” feel­ing to it, but I’m really happy with the results :)

Dif­fer­ence between unfo­cused and focused

I made the focus but­ton also focus the fire, so when you hold shift the cone of fire gets smaller which make it more effec­tive against sin­gle foes (This is borrowed/stolen from Touhou), oh and speak­ing of new fea­tures if you go to the top of the screen all pick­ups will auto­mat­i­cally be dragged toyou as if they are inside the graze cir­cle (This is ALSO from Touhou). I’m start­ing to feel that all the core mechan­ics are in place and I’m going to start work­ing on new ene­mies next; and to test out the ene­mies I’m going to make a sim­ple sur­vival mode where you meet ene­mies in a ran­dom order until you die.

Build 9 can be found here!

Move — Arrow keys
Shift — Focus Movement
Z — Fire
DEBUG KEYS:
Change Power Level — 1–5
Restart Level — R

January 19

10:58

Grazing & Combo system

I have finally imple­mented the graz­ing and combo sys­tem, a lot eas­ier then expected :)

If you hold shift now, in addi­tion of focus­ing your move­ment and see­ing your hit­box, you now also see you’re graze hit­box. Bul­lets pass­ing through the graze cir­cle gives you X points (exact num­ber to be decided later) and the ship will drag in items touch­ing the cir­cle, mak­ing pick­ups easier.

The combo sys­tem allows you to chain in lots of kills for bonus points, for each enemy you kill the combo count­down resets to 1.5 sec­onds, so keep killing ene­mies to keep the combo going! At the moment the scor­ing works like this: X + (combo*3) where X is the point value for the enemy (In this case 100). So if you have a 75 combo (Which is going to be pretty hard to get once the stage lay­out and the enemy place­ment is final­ized)  and kill an enemy you will get  225 extra points for him, I’m prob­a­bly going to change this num­ber a lot  when I start tweak­ing the mechan­ics later.

That’s every­thing for this update, I’m prob­a­bly going to start work­ing on the rest of the power lev­els and make some fancy shoot­ing pat­terns for when you reach 4 and 5 :)

Build 8 can be found here!

Move — Arrow keys
Shift — Focus Movement
Z — Fire
DEBUG KEYS:
Change Power Level — 1–5
Restart Level — R

January 18

09:26

New interface! New name!

So it was kinda annoy­ing not hav­ing a name for the project, so I came up with a pre­lim­i­nary (maybe final) name and logo:

And after that I decided to actu­ally do some work on the game, I decided to do the inter­face before adding the scor­ing sys­tem since the inter­face con­sisted of a gray box on the right side of the screen.

I made the Inter­face a nice yel­low, I added in a Score and High Score counter (doesn’t actu­ally save your High Score at the moment), Made a Power counter/bar, for every 25 power your weapons get bet­ter. (0 is level 1, 25 is level 2 and 100 is level 5 (MAX)) It only goes up to 2 at the moment so it doesn’t change when you get to level 3 and beyond.

To test the score/power counter I added some scor­ing and power up items. Every enemy drops either a P(ower) item which increases your power by 2 or they drop a S(core) item which increases your score by 25. For every enemy you kill you get 100 points. This scor­ing sys­tem is in it’s really early stages since I haven’t imple­mented graz­ing or the combo sys­tem (Which I’m doing next)

Lastly I made some new sound effects to replace old ones and also for grab­bing the power ups. Before I used some NES sound effects, but then I found DrPetter’s sfxr, which is a really awe­some tool which ran­domly gen­er­ates sound effects based on what you want.

Build 7 can be found here.

Move — Arrow keys
Shift — Focus Movement
Z — Fire
DEBUG KEYS:
Change Power Level — 1–5

January 17

03:00

No coding done, lazy

Just updat­ing to say that I’m still alive. I haven’t done any cod­ing this past week, I’ve been busy play­ing vidya games (wrap­ping up Per­sona 3 mostly)

I’m prob­a­bly PROBABLY going to start cod­ing some on mon­day, get that score sys­tem up and run­ning :)

January 9

17:40

This blog isn’t dead I swear

So I was hav­ing a LAN party the last cou­ple of days, so I took a break from cod­ing. I will start cod­ing again start­ing Mon­day. I’m try­ing to visu­al­ize how scor­ing will work, I’m think­ing of steal­ing the combo sys­tem from DoDon­Pachi and the Graze sys­tem from Touhou.

DoDonPachi’s combo sys­tem give you extra points for every enemy you kill within a cer­tain time frame from killing the last, so if you kill 10 ene­mies within 10 sec­onds you get a 10 combo, the higher the combo is the higher the point bonus is for every enemy.

Touhou’s  graze sys­tem is a mechanic that award you extra points for being a dare­devil and graz­ing enemy bul­lets with­out touch­ing them directly.

I’m not sure about the specifics, I don’t want to give too much point bonus for the combo sys­tem because then it will be all about keep­ing up your chain for the entire level which I don’t think should be a require­ment to get a decent score, and I’m not sure at all about graz­ing, I’ll exper­i­ment with it when I start work­ing on the game again.

January 5

03:24

Sound

I added some sound, mainly sounds from the NES chip. The game is much more lively now :) Now the only thing I need is some music. I down­loaded a tracker and every­thing but then I remem­bered that I have zero musi­cal tal­ent, so I gave up pretty fast. I’m cur­rently try­ing to find some good pub­lic domain/fair use chip­tunes which I think would make the game 100x more awe­some! :)

Lat­est ver­sion here!

Move — Arrow keys
Shift — Focus Movement
Z — Fire
DEBUG KEYS:
Power down — 1
Power up — 2