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Dev Log: Game Jammin

Dev Log: Game Jammin
Over the weekend I went to a local game jam in Phoenix. I haven't jammed since November and this was another cool opportunity to put Otter to the test!

The game isn't quite ready for release, but here are a few screen shots of it for now:

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And you can see some of it in motion right here.

This jam I decided that I wanted to really limit myself in terms of art so I could spend more time on more stuff in the game. I wanted to restrict myself to a game boy palette, so my first thought was to go for a shader. I ended up getting a shader up and running really quickly that emulates sort of a game boy look. Here's the shader code:
#version 130
uniform sampler2D texture;
uniform sampler2D palette;
uniform float shift;
uniform float offset;

float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}

void main() {
vec2 pixpos = gl_TexCoord[0].xy;
vec4 pixcol = texture2D(texture, pixpos);

float gray = (pixcol.r + pixcol.g + pixcol.b) / 3;

gray = round(gray / 0.25) * 0.25;

gray += (rand(pixpos + offset) * 2 - 1) * 0.03;

pixcol = texture2D(palette, vec2(gray, shift));

gl_FragColor = pixcol * gl_Color;
}

The shader also does some extra stuff like randomly generates a very faint noise over the entire screen. I couldn't figure out how to make the noise scale with the screen though, so if you are playing with the screen scale at 2x or 4x or whatever the noise will still be every 1 pixel.

The shader also needs a palette to go with it that is passed in through the palette parameter. You can also shift the palette up and down on the texture. Here's the palette file I used:

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When the game starts it's using the palette from left to right on the very top of the image. The shift parameter in the shader can be used to read colors from anywhere on the y axis on the image, so if I want to make the game use the blue palette on the bottom I can set the shift to 1. (Texture coordinates are 0 to 1 in shader land.) The shader also reduces the amount of colors with some division and rounding.

The last thing I did to help out with the shader is add a full screen dither texture to the game. This is actually being rendered in the game and not in the shader. It's a very very faint texture of black and white pixels overlaid on the screen at an alpha of 10%. This will add a dithering look between all of the main colors of the palette. This idea was inspired by Dan Fessler's HD Index Painting tutorial. (Actually most of this shader was inspired by that tutorial!)

I think that covers everything with the shader. Hopefully soon I can release the game itself. Just need to fix some bugs and fix some sound issues first. I ended up getting awards in the technical, art, and design categories, and overall I got 2nd place at the jam which is pretty cool!

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Otter Updates!

Otter Updates!
I've pushed a handful of updates to the dev branch of Otter over the past week. The commits and source and all that good stuff is always available on BitBucket.

* Fixed a minor bug in the Coroutines. (If you opted to use multiple coroutine managers for whatever reason it would break the game's main coroutine manager. This should no longer be the case now.)

* Changed Direction to a bitfield. (Thanks to Fruckert!)

* Added a Prerender() function to Entities. (I realized I needed to draw some graphics before an Entity has rendered its own graphics, and the way I set it up in Otter made it harder to do this than compared to FlashPunk. Now you can render things before the Entity renders by overriding Prerender() and putting your Draw functions there.)

* Added tagging to the debug logs. (You can now log things to the console with a tag, and add or remove tags that you want to see in the console.)

That's all for now. I might be adding a PathFinder component to Otter soon, but we'll see if it makes sense to do so.

Behavior Tree Experiments

Behavior Tree Experiments
As I dig back into my main project one of the upcoming things on my to do list that has been bugging me has been getting the enemies working in a fun and compelling way. Something where they feel smart enough to be challenging to take on.

Usually the way I've always done enemies is through finite state machines which is a pretty fancy term that you shouldn't look up on Wikipedia unless you're going to become incredibly confused. Basically a finite state machine can be used to separate an enemy's behaviors into a bunch of different distinct states. A state can then link itself to other states. So an enemy might have attack, confused, hurt, or defeated states, and depending on what's happening in the game it will switch between them to act on things.

A behavior tree is way more fancy than that and apparently is more powerful in a lot of ways. Ways that I'm not sure that I understand yet, and ways that I've been trying to figure out over the past however long I've actually been working on this game.

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I've started putting together a quick behavior tree library that covers the basics that I learned from this article here. For now I'm calling it Kodo and you can check out the full source on BitBucket. I'm not sure how well it works at all, so be warned. Currently I'm using it for some tests using Otter, and so far it seems like things are working but I haven't stepped into the realm of incredibly complicated trees yet.

One of the toughest things for me right now is understand how exactly I'm supposed to be building behavior trees. Finite state machines have always been easier for me to implement, and understand, and going from that to behavior trees has left me completely clueless for the most part, but everywhere I go on the internet assures me that behavior trees are ultimately worth it in the end!

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