Wednesday, January 26, 2011

Happy Australia Day!

Happy Australia Day to all Aussies both at home and abroad!

Just to catch the blog up on my current state of affairs...

  • Actors now use a lookup class for their models. Previously, each actor had a copy of the model, which was OK for a handfull of instances. But, once you get hundreds, you start reaching memory limits, etc. The tiles have always had a lookup class.
  • Area15 is now completable. I would like to add enemy respawning when they die, though...and maybe a few more graphical niceities, but apart from that, the logic is all there and playable.
  • When you complete a level, it is marked as complete on the level select map...plus you get a prompt to say "Map complete" and you then return to the level select map.
  • Level select map now have 3 types of nodes: Locked, Open, Complete.
  • Fixed a bug where if 2 actors where in the same square (say an enemy and a health pack), then the enemy wouldn't take damage if shot.
  • DEMII can now PUNCH! This is a form of her contextual 'Metal' power that is always available as an alt-fire. It deals a random about of damage that is less than quarter of her current SP power. I need to add a delay to the punch (and animation...eventually) because now DEMII can deliver 60 punches per second = LMAO!


While randomly searching the net for inspiration, I came across a game from a few years back that is similar to what I am trying to achieve with DEMII. Though, a vastly different game, in practice, both are tile based and therefore the game engines are similar and face the same challenges. I downloaded the demo, and the game looks great. I can tell I am on the right track for a lot of things. The one thing that looked way better than what I am doing is the lighting. I have come to the conclusion that tile-based directional lights, while a great technical work-around, just dont cut it when compared to point lights.

The major pro of point lights: they look way better.
The major con of point lights: they require me to write a custom shader effect. Having multiple lights will mean more processing...a way to beat that slippery slope is deferred rendering, but how does that work with alpha materials, etc?

Anyway, I NEED to focus more on getting levels made, functional, and finishable, rather than tweaking the graphics.

Monday, January 17, 2011

Enemy AI

  • Added enemy AI, in so far as path finding. Seems there could be a whole branch of maths that could be assigned to this. But I found a very efficient way of getting the enemy to find the shortest path around a maze to get to the player.
  • When player dies, game now returns to the level select screen.
  • Game now uses one floor model and changes the texture, as opposed to having multiple models that only differ in texture. As a bonus, this will facilitate having animated textures!
  • Player can now pick up certain actors. This is crucial in the ability to pick up health, etc.
  • Menus now have music.

Saturday, January 8, 2011

We have top men working on it...top...men...

Level select - Unpolished, but working!

  • The level select is now 90% coded. Just need to lock/unlock maps as maps get completed and change how locked/unlocked/completed maps look on the map. Also need to design select maps for the other 2 areas.
  • Started adding sound/music. Makes a HUGE difference to the feel of the game. It now feels like I am playing a game, not just running code (if that makes sense).
  • Started work on a new map called "Area 15". Its my version of Area 51 from the Indiana Jones movies. With a little surprise for the observant player.
  • Started fleshing the story line out a bit more. This led me to put a bit more thought into the goal of each map...
    • LABS - Tutorial maps. Map goal: Puzzle solving. Ultimate goal: Escape labs.
    • VILLAGES - Put skills learnt in LABS to practice. Map goal: Collect all the idols. Ultimate goal: Get into volcano.
    • VOLCANO - Map goal: Find pass cards (ala Impossible Mission, perhaps?) Ultimate goal(s): Revenge? Escape island.



On a more personal note: My confidence is building. I still have a metric crap load to do, but I can see the light at the end of the tunnel. I have enough of the game engine done that I can concentrate on level design and worry about the nice-ties (animation, enemy AI, sound, etc) later. 


Area 15 - High view angle.


Area 15 - Low view angle.