Archive for bug

Indiepub… submitted!

Posted in General DevLog with tags , , , , , , , on 2010/08/01 by Evan Sammons

With this one, people will be able to vote for their favorites, and winners will receive a $1000 prize! I’ll post up the link when that is ready to go.

It’s gotten to a point no where most if not all improvements are related to graphics and presentation. There is still this ONE bug that I cannot seem to figure out! During the boss scene, there is meant to be a ton of debris falling as you fight him, especially during his fall at the end. Without this, the scenes lack some ‘oomph’. It’s a simple matter of creating asteroid-like objects at the top or bottom of the screen and have them move across very fast…  yet they fail to appear almost every time. The few occasions I’ve gotten it to work again, it usually reverts back to failing in the next test. I’m thinking I’ll just have to change how they appear in the first place. But yeah, it’s very annoying, and I’d prefer to spend more time on cooler stuff. So I do, and it’s turning out great. Little by little, the demo reaches it’s full solid form, a benchmark for the rest of the game to follow.

I’m still itching to work on later levels of the game, and getting all the proposed features in. It will probably take while simply designing and getting all the pieces of the puzzle to fit – which happens to be my favorite part of game development. I’m confident that when it all comes together, the experience will be much deeper than your average action shooter, something more explorative and intriguing. The kind of thing that makes the Metroid games such hits, but on a completely different plane since the player is unable to freely roam about the level. I can’t fully explain how it goes in my mind, but I just know that it will be a unique and epic adventure. I love the music, and I want it to take players to place they never thought possible.

That may sound pretentious, I hope it doesn’t, but we’ve been working on this for almost 3 years and I’m still in love with the idea. Most ideas I have or designs I write down are not so appealing after even a week. I’m attached to it, and can see exactly where I want it to go. It may take a while (although all the framework is there to speed up production), but it will get there. It must!

-Tom

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Quick Update

Posted in Bug Fix, Uncategorized with tags , , , , , , , on 2010/02/25 by Evan Sammons

This update is small for you, but pretty big for me. I just fixed some bugs that have been frustrating me for months now! Now the player movement engine feels much more solid, very smooth. Before, if you jumped up a step and clipped the ground, you would instantly jump again. Now you simply go over the step as expected. The other bug involved the player character ‘floating’ above platforms, whilst still being able to move and jump normally – nothing really wrong with it, it just looked silly.

Another thing, upon respawn, now you can no longer get stuck in blocks. The character repositions directly in the middle of the screen upon respawn, so before if there were any platforms in the way, you’d get stuck in them and gradually rise up, sometimes off the screen to die again. That aint right, so I fixed it.

Finally, today some important systems for Bosses were put in place, which should make development for all other Boss sections much smoother. Right now, all work is going into one level, and with that a lot of major game mechanics have been built and refined so that later levels can be put together without much fuss.

-Tom