UnderwareDESIGN

General => Competitions => CasualCreations => Topic started by: LemonWizard on November 10, 2009, 02:59:21 PM

Title: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on November 10, 2009, 02:59:21 PM

Ideas so far:


The order in which this project will be done. The order may change.

-Create the game menus and menu graphics
-Create some menu sound fx
-Link menu items to sub routines.
-Create global variables for all mini games such as score, currency, etcetera.
-Create the mini games, graphics music and sound fx
-Use placeholder graphics and media while programming, and build on skeleton to emphasize gameplay and controls aspects.
-Finalize and fine tune everything, debug, and polish graphically.
-Release


The game itself and the desired feel

I'm going to go with a traditional "Earn points to unlock things" kind of idea.
The game will have an overworld you can explore and different things will unlock new events that the player can participate in.
These ideas may evolve as my development progresses. However, for simplicity's sake I'm going to stick to the skeleton plan and build on it, finalizing the game each step of the way so that I don't get too caught up with ideas.  Since the mini games are the main aspect of the game, I'm going to complete one or two of the mini games first, as seperate projects, and test what is plausible, and go from there.




good luck to everyone













Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on November 11, 2009, 05:05:10 AM

End of Day log: (technically it's 3:02 am the next day bleh)

I got my design done on paper, still a few game elements to work out.
I've found in order to reach the deadline I have to really simplify.

These WERE mock up graphics for the overworld map/area selection. They require a big change.
If not, a restart from scratch...

(http://img.photobucket.com/albums/v611/link_jr97/MockupforcompyVersion1.jpg)

No sound done yet, been playing with stuff. By tommorow I hope to have a concrete plan.
Day 1 was succesful it pointed me in the direction of fine tuning my rough draft plans. Narrowing them down to a specific set of tasks, and becoming oriented with the steps required.

Just a comment, if anyone needs help with playbasic even outside this competition let me know.

Title: Re: LemonWizard's 2009 Compo Blog
Post by: kevin on November 12, 2009, 04:54:54 AM

It's good to see some up front planning going into your project.  This could be very beneficial for people following your progress, So keep it up !
Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on November 12, 2009, 08:11:40 PM

I didn't have a post yesterday, so it seems I won't be able to keep up posts on my blog daily.
However, the once a week thing will be no prob. Why must you get in the way real life stuff why. *shakes fist* anyways.

I went over a few design concepts and am now getting to put together something a little more concrete.
Here is a basic labrynth level.
(http://img.photobucket.com/albums/v611/link_jr97/Labrynth.jpg)


Left to do:
-Sounds
-Level Design
-Mini Games
-Menu Screens
-Player Graphics
-Music
-Overall Programming

The design so far:

Okay, so it's obvious I'm going to integrate some kind of a maze feature and tile engine.
The game is going to be based around a gravekeeper who's tasks are the following:

-Polish Gravestones
-Dig Graves
-Fight off Zombies
-Return Relics to the labrynth

The player will be awarded money each time they are able to return items to the labrynth, which can be spent on better tools for digging graves, polishing gravestones, or weapons to fight off zombies.
I hope that I've got people's anticipation up.

Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on November 14, 2009, 12:58:39 PM

Update

Here's a basic update.
I'm trying to create character graphics, and interface, menu stuff. So far looks good but things all may change.

Here is a sneak peak at my menu screen and some health bars for character health.

(http://img.photobucket.com/albums/v611/link_jr97/Menushot.jpg)

(http://img.photobucket.com/albums/v611/link_jr97/HealthSheet.jpg)


Design is going great, development so far is good.
I have ran into one simple problem. The sound file I had for my menu music is 25.4 MB!!
It's a Wav file.
Playbasic as far as I understand can only play Wav files without a library or something I think.
So, now I may have to really watch myself on the size of my media (All part of the challenge!)
The hard part is, my friend informed me that Wav audio files have no compression built in.
If the project filesize total limit is 10 MB then that's really putting pressure on my audio. =p
Now if there was a way to play mp3s in playbasic that might do it.

Meanwhile

I've still got quite a bit of coding to do. Most of the design is finished. The only things I'm missing are some character graphics, the code (which I find easier), and some world graphics/mini game graphics.
Possibly a better looking menu screen...
Tool Graphics/Weapon Graphics (those will be easy)






Title: Re: LemonWizard's 2009 Compo Blog
Post by: daver on November 14, 2009, 01:21:27 PM
You can use the PlayBasic music commands instead to play large wav files once you convert them to ogg format

Here's an example:


MusicIndex=GetFreeMusic()
LoadMusic "Music\Better Off Alone.ogg",MusicIndex
PlayMusic MusicIndex


I use an open source audio edit called Audacity http://audacity.sourceforge.net/ (http://audacity.sourceforge.net/) to convert to and from wav, mp3 and ogg format.
Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on November 14, 2009, 02:33:45 PM



Thanks that helps a bunch.

Title: Re: LemonWizard's 2009 Compo Blog
Post by: BlinkOk on November 16, 2009, 12:27:55 AM
lookin good lemony dude. bring on the demo
Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on November 16, 2009, 11:56:55 PM

I might have a playable demo by tuesday ish, if not tuesday then wednesday for sure... right now I'm just toying with the menu screen and I just finished the starting screen. I need to create a records system, and a load game screen.. a world screen and yeah...

It's not going to be a "simple" game in terms of navigation. There will be a few menu options. and Designing each screen is hard, especially in paint =p
If the graphics weren't such a challenge, then I'd be ahead in development. Hence the price of being a one person team. ^^;

Oh well, I have a solid plan.


Title: Re: LemonWizard's 2009 Compo Blog
Post by: micky4fun on November 17, 2009, 07:08:37 AM
Hi LemonWizard

QuoteI might have a playable demo by tuesday ish, if not tuesday then wednesday for sure
look forward to that ,
QuoteIf the graphics weren't such a challenge, then I'd be ahead in development
yes what a pain , would save so much time , only if we can draw

good luck with compo

4 of us now , creeping up
mick :)
Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on November 19, 2009, 09:48:24 AM

Okay so real life stuff got in the way again and I hit a little bit of a mental block.
Right now I'm stuck in progress because I can't find the drive to continue coding and I'm also a little lost as how I want this to work.... I will try some things, and release a playable demo, with some placeholder graphics for character... better than nothing! Expect it by the end of this weekend and that's IF I am able to get around to it... been hectic. I did some menu work last week and linked some menu items together.
I think I need a function that calls a menu item, and gives the coordinates to check... for mouse clicks.
Yeah...
Then each menu item will be a sub screen or something... I dunno..
How about maybe... a pop up screen with more menu options. :/ ugh.. that'd be disasterous. *sigh* will think of something

Title: Re: LemonWizard's 2009 Compo Blog
Post by: micky4fun on November 19, 2009, 12:46:28 PM
Hi LemonWizard

QuoteRight now I'm stuck in progress because I can't find the drive to continue coding and I'm also a little lost as how I want this to work....
for me just taking a break , clear the mind and look around you in the everyday world , you may get some inspiration , but you have gone quite far with the gfx to give up , dont do that.
i do know that everyday things get in the way , but soon as you get an odd hour you may have thought of which direction to go , i try one thing , if that does not come out right then just re-try another
hopefully something will  work well

theres no rush for a demo , no prizes for that , lol
good luck , keep tapping away

mick :)
Title: Re: LemonWizard's 2009 Compo Blog
Post by: kevin on November 19, 2009, 12:57:40 PM

   Personally, I find that I can get more down in less time, when I have a clear idea of what i'm going to be working on.  So in your case, isolate all the key problems,  break them into the smallest parts then skim through one by one..   I wouldn't worry about the 'visuals (menus/interfaces) or sounds/music'  until at least the very bare bones version pf working game work is up and running.

Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on November 20, 2009, 02:53:06 PM

So basically... I took a little bit of a break, yay for daily stress. >.>
I do believe that my plan has been better thought out at this point.
So, I will be working on the entire project all weekend hopefully, despite distractions.
Thanks to everyone for being so helpful !



Title: Re: LemonWizard's 2009 Compo Blog
Post by: markel422 on November 20, 2009, 03:02:50 PM
Hi LemonWizard, you think you can show me how to create maps and levels?
Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on November 27, 2009, 08:24:10 PM

not much progress here yet. been mostly tinkering. with outside engine stuff.
will see progress no matter what by the end of this week!

Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on December 01, 2009, 01:05:05 PM

Getting back on track with development this week!
To do:

secondary pre planning and mid project coding:

code game and level interpreter.
code event interpreter.
code event system/design it.
code menu and item system
integrate it into one project




create skeleton graphics.
brush up tile graphics.

sorry but a playable first level may not be available until tonight or thursday.

just going to have to wait a while.

Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on December 01, 2009, 11:48:17 PM

Okay so I did more tinkering with graphics (yay for paint) I downloaded gimp but paint was okay for a quick edit and paste and edit and paste :P

Basically, I haven't done anymore coding on the project because I have been working on my graphical resources.

Character Sheet: Placeholder ?

(http://img.photobucket.com/albums/v611/link_jr97/Chars.jpg)

Zombie Enemy: Placeholder? Still image:

(http://img.photobucket.com/albums/v611/link_jr97/Zombie.jpg)

The process of coloring character stills:
(http://img.photobucket.com/albums/v611/link_jr97/shot2-2.jpg)

A level design, and putting things together graphically, seeing how they look:

NOTE: THIS IS NOT A SCREENSHOT OF MY PROJECT only a copy and paste of tiles and graphics into paint for design purposes and testing to see how things blend.
(http://img.photobucket.com/albums/v611/link_jr97/Designpic.jpg)



Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on December 05, 2009, 11:50:09 AM

It's a little late I guess.
here's a playable demo without any game mechanics inserted yet. (Useless huh?)
I'm working on those things now.


Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on December 05, 2009, 01:20:21 PM


Here's version 1.1
I'm now actually (finally) working on the gameplay mechanics.
It's amazing how I have gone from my original plan, to fleshing it out in this way.


Update on project:

-Added ability to fire a projectile
-Finished creating and coloring character graphics  :may modify again?
-Created Tile Engine and Game Engine Framework (Something to build on)


Left to do:

-Add Collision detection and tile data system.
-Change character graphics
-Create level editor
-Create health system and display health bars
-Create detection for projectiles hitting zombies
-Make Zombies drop relics
-Create detection for player collecting relic, and a relic counter
-Create end of level scene
-Flesh out levels, and scenario mode. Add music and sounds. LAST

Preview of updated Graphical system:

Layer 1 Tileset:
(http://img.photobucket.com/albums/v611/link_jr97/Layer1.jpg)

Layer 2 Tileset:
(http://img.photobucket.com/albums/v611/link_jr97/Layer2.jpg)

Eye candy =p


Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on December 05, 2009, 02:42:20 PM

more to come

Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on December 05, 2009, 03:22:03 PM

Development progress:

See for yourself ;)

Screenshot below.
I am SORRY that my playable demo took so long. It needs MAJOR tweaking.

So far you can shoot zombies, collect relics, lose health. Zombies die, they can't spawn yet but relics can. Relics only drop from zombies on a 50/50 random drop rate. Ontop of that if there's already a relic on the ground another one won't drop you have to pick it up first.

You get a relic counter. This will be changed if I have time to something else, like a relic bag that you can actively view.
Zombies movement and Ai needs to be changed.
I'm having a problem with player movement so far using the frame rate to limit the speed of the game. Not the best method.

Still need to implement the relic returning tile, and 2nd layer graphics.
Then, a map editor, and some typed arrays.

(http://img.photobucket.com/albums/v611/link_jr97/Screenshot.jpg)

Screenshot above!




Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on December 06, 2009, 12:45:51 AM




Hey. Okay, another update.
Playable demo. Who's ready to slug some zombies? =p
In this version you only get to start out with 10 ammo, just to demonstrate that I've added the inability to fire without ammo.



Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on December 13, 2009, 11:46:41 PM


(http://img.photobucket.com/albums/v611/link_jr97/shot3-1.jpg)

Okay people. I have another blog post.
ONCE AGAIN for a few days life stuff got in the way.
AND Shame to, I was hoping it wouldn't
I FINALLY sat down and put some time into the level editor.

It's built on the skeleton of an editor I used to use but the features are going to be COMPLETELY revamped. The only thing that it's really built on is the GUI but that's changing.
No tile placement yet because the way tile data storage is going to work will be very different from how it used to work in previous projects that used a tile engine. Once the level editor is created I'm going to revamp the game engine, and plug in the new levels.
Then. I'm going to try to add some real gameplay mechanics to this sucker.
Mission mode, trial mode, practice, things like that.. the game isn't a zombie shoot em up so the focus will be on gameplay mechanics such as collecting Relics, and returning them to the temple. I don't know if having projectiles suits the gameplay. I'll have to see how it goes.

Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on December 19, 2009, 05:04:31 PM

AAAANNNNNDDD
since the competition entry deadline was extended I have more time to flesh the game's mechanics out. WOO!
(I'll probably continue working on the game when the competition is over. heh.)


ANYWAYS

I think I can proudly say that I've gotten alot accomplished since I started this project.
I have it now so that the graves themselves spawn zombies, after a certain point in time, but they work on a timer based calculation so that we don't get rapid spawns (LOL testing that was fun when it was rapidly spawning zombies)

Next..
I added functionality for the duster tool and the shovel tool. No animations for the player digging yet and the placement of graves for digging them is a little bit vauge , (for now)
I'll have to see what I can come up with. But yay progress...xp

I've been playing with Gimp and my god do the additional gfx I did look better than some of the ones I did with paint.

So far I've got the final plan together and this extension towards the deadline is PERFECT.
Otherwise I would have had to have my entry in today. EEK! that wouldn't have left alot of time.

So, from here on out I'm focusing ONLY on the game's mechanics until I can call the game itself playable.
Then, The final brush up. I'll be doing this all week so it should come out okay.
The map editor has to be created still. I will put that on hold until I am done sorting out all of the game's mechanics.
I'm not sure if I should allow the player to shoot multiple projectiles or not all things considered, because if they can do it then they could just rapid fire and since ammo will be limited in this game it may not be the best idea.
A note on the ammunition. There won't be any reloads until next level so players will be forced to play the game using strategy. I haven't yet figured out if I really want to do that. But, will be interesting.

Right now, the menu system trails the mouse. I think I want to make it a pop up menu, kind of like a "start" menu.
It'll display the world map, and details about the player's progress. (Given the time I have, I'll extend the world quite a bit)
I started playing with the font system because I want larger text than playbasic's default size. It's interesting. Alot of this is coming together nicely.

All in all, the MOST important thing is making a complete game so with that said, I'm taking out all the bells and whistles and putting them on the sidelines until I have a simple playable game. Once I finish that, and am secure with that completed projects as a submission in whole I can continue expanding it, but that way if I can't make the deadline with the updates I will have a complete and whole project to submit either way. So, gives me security to know I am still in .

Till another time



Title: Re: LemonWizard's 2009 Compo Blog
Post by: BlinkOk on December 19, 2009, 06:09:16 PM
cool. lookin forward to an update
Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on January 04, 2010, 06:49:22 AM

UPDATE!!!

>.< EEK

Okay I'm working on floor spike game mechanics right now and freshening up the code.
yes there WILL be a level editor included in the package. I worked out a bunch of things about "how to"
and I'm going to include extra game play modes if I can squeeze them in.
The floor spikes are animated.. I will release a demo of what they look like. No further functionality has been added yet.




Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on January 04, 2010, 07:44:19 AM

Okay so it turns out I forgot with the last update about maybe...an hour or so ago to make sure that it could load the map file from the same directory the zip file comes with.
Oh and for those of you who are daring enough to try out the editor I urge you on.
you have to press a key when the editor starts up though.
here's the update with the fix so that the included map file loads. sorry for any inconvenience to those interested in playing around.




Title: Re: LemonWizard's 2009 Compo Blog
Post by: kevin on January 04, 2010, 09:53:59 AM

Seems like it's this part is coming along, so what about the other parts ?  - There's only a few days left..
Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on January 04, 2010, 05:26:47 PM

And in those few days it'll be completed!!

Title: Re: LemonWizard's 2009 Compo Blog
Post by: LemonWizard on January 14, 2010, 07:21:30 PM

Well I couldn't complete it in time I guess. BUT, I will still continue working on it!
I will keep posting in my blog.