Latest Entries »

Mini TD Update

Updated controls. See below or in-game help.
  • Expanded menu system including pause screen (press ESC)
    • Although I don’t like how I originally implemented it. As I worked with Flash more, I observed more efficient ways to handle screen transitions.
  • Ability to restart the level or go back to the main menu and restart the whole game
  • Help screen with instructions
  • Second level (although it’s not much of a level)
  • Ability to select towers by clicking on them
    • This does nothing yet
    • Eventually, it will allow you to destroy or upgrade towers
  • Changed tower placement to use CTRL+CLICK
  • Added build times to towers
  • Improved balance slightly
  • Each successive wave has increased health

Flash Continues

Day 5-ish. About two days of work since my last post. The game is rather buggy on reset and its been causing issues for a while. Instead of fixing it fully now, I took out the ability to reset. The reason for that is because I am redoing various game state features which will change what gets reset when.

The version features improved artwork, somewhat better balance, and a grid-based map preventing tower placement on paths or on top of each other. Additionally, the map is loaded from XML. There is also a second wave which is no different from the first. The map system was the first day and the XML was the second day while improved art and functionality was done throughout. I also improved the gui so that it is drawn on top.

This version also has a menu that you start from. I am currently reorganizing the game so that there will be more menus.  The Help button doesn’t do anything. I wanted to get a version up here today however so I could show the new look and the improved functionality regardless of the bugs.

Day 3 of Flash

After about 3 days of work, my mini TD is a game, albeit a simple one.

  • There are 3 towers:
    • Pellet: basic tower fires pellets
    • Siege: Fires little bombs. They explode. Things at the center of the blast take more damage
    • Slow: Slows any enemies in its range. No damage
    • You get 1 “bonus” gold every 5 seconds you are alive
    • You get 1 gold for every enemy you kill

Obviously, there are a lot of things to fix/complete….

View Full Article »

My first flash “game”

ActionScript isn’t really complicated seeing as most programming languages are the same. The syntax is a bit odd but nothing that takes too long to get used to. The main problem I had at first was figuring out where to PUT my code and how to start. Once I figured out how to have a “main” class and get stuff on the screen, it wasn’t too bad.

The main issue was finding web resources that were written for someone who already knows how to program but doesn’t know how to use Flash. Anyway, here is “MiniTD 1″. It’s a very rudimentry TD where a single wave will go from waypoint to waypoint and then walk off the screen. You can use the mouse to place more towers. There is no win and no lose and it could explode but there we have it.

I programmed this in about six hours starting from nothing. I used the AS3 documentation and used this tutorial for reference.

Doing, playing, and writing

I’ve been working on applying for jobs and working on my portfolio a lot lately. However, I do have some other stuff going on.

I liked Assassin’s Creed 2 so I’m playing the first one. I’m also planning to play through Bioshock. I played it a bit years ago and was impressed by the visual style and intrigued by the mechanics so I’m looking forward to playing more.

I’m also working on a “treatise” on game genres which is exploring how different genres can be more accurately defined. Terms like “casual games” and “action-adventure” are wholly inaccurate and those are the main areas I’ll be exploring.

I expect the casual games to be the most enlightening. I consider myself something of a “hardcore casual gamer”. I was inspired largely by the mysterious game of Tetris which was described by www.ripten.com as:

“Simpler than any so-called “casual” game, yet more addictive than perhaps any other title to carry the “hardcore” label, Tetris has been a tested, tried and true phenomenon for decades. No story, no flashy cutscenes, not even any real characters to speak of.” (source)

So stay tuned for more about game genres in future posts.

Brenda Brathwaite’s Train

A few weeks ago, I, as well as several fellow classmates and professors, enjoyed a short brunch with industry legends John Romero and Brenda Brathwaite. I had met the genial Romero at prior GDCs but had never met Brathwaite. The “pair with the hair” was exciting to see but what was more exciting was what happened later that day at the Rochester Strong Museum of Play were Brenda was giving a talk on the game Train.

Train after a gameplay session at Strong Museum of Play in Rochester
Train after a gameplay session at Strong Museum of Play in Rochester

View Full Article »

Research Complete

Yesterday night I finally finished everything I need to submit for capstone. This includes my research paper entitled, “Satellites: An Alternative Approach to Dynamic Split Screen in Local Multi-player Co-operative Games”. Here is the abstract:

This study explores an alternative approach to co-operative gaming where players share a screen. In this approach, the camera must maintain visibility of multiple players and will divide into split screen each capable of tracking any number of the players. The individual sections of the screen (satellites) can divide and recombine with minimal disorientation to players, are sized based on the relative positions of the players/objects they are maintaining visibility of in the world.

The paper as well as much of the documentation and a demo of the game, The Trip, will be available in my portfolio in the coming weeks.

Am I done, not quite. I still have a few minor bits of work that have to be completed before I can technically be considered graduated.

What’s cooking? Nothing since I’m sleeping on a couch at a friend’s. I did however work with waffles dipped in garlic dip. When I have a kitchen again, I plan to delve into savory applications for waffles for some fun hors d’oevres.

What am I playing? Mostly Guitar Heros and Rockbands because I haven’t started anything new yet.

So that’s that. I look forward to getting home and relaxing for a time. Of course, now the job hunt has to begin in earnest…

Graduation and capstone

Since I need to finish capstone and just graduated sorta, I’m on a short (hopefully very short) hiatus.

Here’s a video of The Trip, my capstone game, to tide you over:

Volcano Cake – Part 2

So there I was, two angel food cakes and a tropical cream cheese icing. I started by merely placing the less sturdy of the cakes on top of the stronger one. Next, I began to carve the top cake into a slightly narrower cake to make my volcano a bit sleeker.

If you intend to carve a cake, here’s a tip: don’t use angel food cake. Its spongy texture makes it great for soaking up syrups and fruit juices (why I choose it) but also makes it quite difficult to cut. So carving with a knife was out. Instead, I choose to peel a layer of cake off. I was able to remove an outer layer of cake in this manner surprisingly successfully. I took segments of the cake I had torn off and placed it around the base to widen that section of the cake.

I admired my handy work. Then, I removed the top cake so I could begin to ice the cake. I took my liquidy tropical fruit icing and liberally frosted the inner part of the lower cake. Copious amounts oozed down and pooled at the bottom of the central area. Then I frosted the top of that cake and placed the smaller cake back on top. I frosted the inside of that cake and then added a bit to the top of the whole structure.

Then it was time for the outside. I warmed up some of the chocolate icing to soften it for easier frosting and got to work. One and a half tubs of chocolate frosting later, I had a fully iced cake. Now, I used more of the lava frosting for the top.

I had intended to use pieces of whole mango cut into zig zags for lava. However, mangoes are impossible to cut up! I ended up with a lot of messy, mushy pieces. However, mangoes are kind of fibrous so the pieces actually didn’t look bad. between the mango and lava frosting, I’d say it looked pretty good. Right before serving, I added a healthy drizzling with raspberry syrup.

I’d say it looked pretty cool. The guests were impressed. But I had a lot of leftovers and I didn’t like thee tropical frosting myself. In retrospect, I should have ditched the tropical flavors since I had a tropical appearance and gone with a chocolate cake with plain raspberry drizzle for lava. Oh well, it was an adventure.

Pictures when I find my camera!

Why I fail at video games… and blogging

Shut up, I know I’m a terrible blogger.

To make up for it, I will post at least FOUR blogs this week:

1. Volcano cake part 2

2. Chicken “tempura”

3. Assassin’s Creed II Review part 2

4 And one of the following: Part 3 of Assassin’s Creed II, Part 1 of South Park Tower Defense, or….Beautiful Katamari.

But before I dive into all my owed posts I have to report on a rather interesting dilemma I seem to be facing: I don’t know how to play video games.

I was playing the Force Unleashed when I believe it started. I hadn’t played a video game where I controlled a character for a few months. It’s been RTS and TDs, puzzle games and shmups, social games and rhythm games. But now, I was in control of an actual character.

I don’t recall actually choosing this setting because I didn’t even notice I had this issue until I finished The Force Unleashed and picked up Assassin’s Creed II. I couldn’t navigate because the camera was backwards. It took quite a bit of switching back and forth between inverted and …not… inverted X and/or Y on the camera to get comfortable.

Somehow, I had managed to get to a place where inverted was normal. But have I always been like this? You see, it’s actually quite logical to have it inverted, in third person. For me, the left stick controls the camera, not where I want to look. The camera swings around the player, the vector between its LookAt and Position drawing a merry line through the character’s head. This means, if you want to look left, the camera has to swing right. If you want to look up, the camera has to move down.

Now, this can’t be an overly unusual way of thinking because most games give you the option of swapping the axes. Its rather disconcerting, however when I pick up a game demo and try to play with normal axes because suddenly the very simple act of looking around is a massive failure. Additionally, I use the camera A LOT. I’m very picky about the camera placement.

Here’s the big problem though: games that let you use both first and third person. You see, the inverted axes only make sense in third person. First person, I no longer require the axes inverted because I’m not controlling the camera in this case but controlling the actual character’s head. This means, I look left when I want to look left. This means that I basically flail around like someone who has never picked up a controller when I make the switch.

It’s not just cameras either, it’s any steering mechanism where I am steering on a pivot. As I navigate a gondola down the canals of Venice, I am always hitting walls as I steer from the back of the boat and expect that steering left will nudge the front of the boat right.

Have I always been like this? Or is it new? Am I forever doomed to rely on swapped axes? Will I ever be able to swap between first and third person without getting disoriented? Will I ever be able to master any gondoliering games?

Powered by WordPress. Theme: Motion by 85ideas.