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Taking a Quick Break

Taking a Quick Break
Whoops! I think this is the longest I've ever let my blog go without an update in a long time. I've been traveling a lot this month and haven't really had a whole lot of time to sit down and do a lot of cool game dev work to talk about.

I was at EVO just two weekends ago, and this last weekend I spent visiting my old college roommates, and some high school friends that I haven't seen in a billion years. Yesterday I was in New York City, and now for the rest of the week I'm in Upstate NY where apparently it's totally okay to convert the shoulder into a driving lane whenever you want. On Saturday I'll finally be back in Phoenix!

I have been working on a little side thing experimenting with near-infinite level generation. It's a little game in Otter right now with just boxes and the game scene is filled in as the player travels through it. Areas of the level also unload when the player gets too far. I wanted to try to make something in which the player can go out in any direction and keep finding stuff, and not have it be bound by any walls or anything like that. I started it on the flight out to the east coast, and worked on it a little bit in a coffee shop in NYC more, but right now it's just a bunch of squares that aren't that exciting.

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I think for my developer/mental health I should start working on tiny experiments like this more. It's something that I used to do often, but now I feel like I don't want to take time away from my main project, but that usually ends up being a bad attitude... more thoughts on that later!

Should have more time this week to work on some stuff though before I go back to the west. Sorry about dropping off the face of the internet for awhile!

Assassin Prince 360 Controller Mod

Assassin Prince 360 Controller Mod
I play a lot of TowerFall. So much TowerFall that I broke a 360 Elite controller within one month of purchasing it. I bought the "elite" controller because it was supposed to have that awesome d-pad that can transform and all that good stuff. Well it turns out that using the d-pad excessively results in the shell of the d-pad just cracking and breaking off.

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At this point the controller is already broken, so I figured trying to mod it would be the best bet. I grabbed a new d-pad off of ebay, as well as a set of pink controller parts. The d-pad came with the screw driver needed to take apart the controller. After looking at a quick video on how to take apart the controller, here's the result!

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Now I am totally ready to take on all opponents in style.

Dev Log: Enemy Wave HUD

Dev Log: Enemy Wave HUD
Here's something that has been on my task list since forever: showing incoming enemy waves on the HUD! Originally the bottom right spot was going to be something different, but for now the incoming wave information felt like it was more important than anything else that could be there.

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Now you can see how many enemies are going to be coming at you in the future. The little blips on the hud scroll from right to left as time marches on.

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The enemies are arranged vertically depending on which spawn point they're coming from. I'm not sure how much information will be available to the player from here, but for now you can tell the size of the enemy and how many are coming up. I feel like this took me way too long to figure out, and I'm still not 100% happy with how I implemented it, but hey it works!

Dev Log: Overworlds

Dev Log: Overworlds
Getting back into the swing of game development has been a little tougher than I thought. Especially since July isn't exactly going to be a calm month for me to really dig into stuff. This 4th of July weekend is pretty busy, and I'm still right in the middle of it. After I'm heading up to EVO with a bunch of folk, and then I'm spending some time on the east coast after that. Traveling and getting work done doesn't really go hand in hand for me, so hopefully I can still salvage some time to get some game development in.

Anyway, my recent developments have lead me into making some sort of overworld map for my game. As I started to work on it, I quickly realized that I have no clue what I'm doing. I haven't really worked on anything like this before, and I'm slowly figuring out how to properly structure and manage it all.

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Basically the map screen is going to be some kind of turn based system that will determine what kind of encounter you go into next. The player will be able to choose where to go with their character, and there will also be enemy forces moving about in the area attacking things. The main issue I have right now is that I think I know how I want everything to work, but I have no idea how to code it.

I've never done any sort of turn based anything before, so I've been spending some time researching the internet for any leads. I found a few quick examples, but not really any sort of examples that come with source code to look at. I find it very difficult to go from an abstract concept to actual code, and a lot of times these examples or tutorials I find just explain the broad concepts of a system and don't really dig into the details which is where I always get lost... but hopefully with enough just messing around in a code window I can stumble onto the right answer.

Doodle Post

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Doodle Post

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