Archive for devlog

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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Deadline extended?!

Posted in Game Features, General DevLog with tags , , , , , , , on 2010/06/22 by Evan Sammons

So Indiecade had some problems with their submission forms, giving us an extra couple of days to fine-tune and get more new graphics done. Great! I can’t wait to get it submitted.

I’m also pumped to start working on the rest of the game. It’s been so long since the start of this project (maybe nearing 3 years now) and it’s gone through so many iterations that now that it’s in the state it is, I really want to see how it’s all going to fit together. There are a lot of concepts and functions of the game engine that aren’t explored fully in this first level, Upload Complete, I’m itching to see it unfold in the levels to come.

There are around a dozen tracks, meaning a dozen full levels totaling at least 40 minutes of gameplay. This does not include parts that aren’t set strictly to the music, for example ambient free-roams and possible looping sections – and even that may bring total time to a little over an hour. The key will be in the replayability…

The game engine allows any part of a level to be altered in real-time, and the triggers can vary greatly. They can be as simple as being closer to top or bottom of the game area to determine if the level goes upwards or downwards in the next section. Triggers can also be complex, and depend on what happened earlier in the game, a whole combination of factors, and goes right down to affecting the game ending. The scale of changes can also vary a lot, from the aforementioned game ending changes right down to what formation a group of enemy drones takes to attack you. This should all create a visceral experience that flows seamlessly, and always tests your ability to adapt and survive.

It’s old-school shooting action with a twist on classic linear progression.

Scene re-working, and Performance

Posted in General DevLog with tags , , , , , , , , , , , on 2010/04/07 by Evan Sammons

Now that pretty much 95% of Upload Complete has been laid in place (and is totally playable), I’ve been going back through a number of other scenes and improving them, making them more interesting and engaging. There have also been some updates to the general engine, giving better performance overall.

Speaking of performance, Level 2 should be able to run on even the slowest of computers. The rig I’m using for testing isn’t the fastest of things, my rule of thumb has been if I get a drop in framerate on this, then something needs to change to make it more efficient. So far this has proven effective on any other computer the game has been tested on.

If you’re interested, here’s what I’m working with – Intel T2300 ~1.66ghz (dual core), 1gb ram, GeForce Go 7800 256mb. Kind of a benchmark for the lower end that can run Level 2. Running it at a steady 60fps is extremely important, any less and things get thrown out of sync and scenes can actually (play-wise) be much shorter!

DevLogs should be coming up a bit more frequently now, as I’ve worked through some pretty tough issues. Now I’m blitzing through, leading to more Log-worthy material!

-Tom