Friday, December 24, 2010

Collision

I haven't been working on the game for the week or so, however in the time that I did put into the game I added the gate that opens after getting a key, and per pixel collision checking. Now the enemies will have much better collision checking and be easier to make.

Sunday, December 12, 2010

The Cave

Today I put the entire cave into the game, no enemies just blocks and room transitions. It totals more than 30 rooms so it adds a whole lot more onto the game. For the rest of the week I will be adding the mechanisms into the game that restrict where you can go in the game and I will be adding the enemies into the cave. Hopefully the cave will be complete (minus the detail) at the end of the week.

Friday, December 10, 2010

Just some random mechanics updating

Today in the few hours I spent on the game I put the tree blocks in for the forest so you have to beat Forest Grump before going certain places, I fixed where the damage number appears, I made it so the enemies health appears on the bottom of the screen instead of on top of the enemies, and I added the shaky-cam. Oddly enough the shaky-cam only took about 15 minutes to perfect, while moving the healthbar took longer than I thought, mostly because I forgot how to do everything I did with the healthbar way back when. I guess I'll end up starting the cave tomorrow. I'll put the area into the game first, then create the enemies afterword. Hopefully the entire cave will be done by the end of next week.

Thursday, December 9, 2010

A whole lotta nothin'...

...is what I've gotten done in the past week because of my film paper. Tomorrow I've got a few things on my list to do. I'm going to make the trees that break when you destroy Forest Grump, change the place the enemy's health appears to be at the bottom of the screen instead of on top of the enemy [eventually it will probably give the enemies name and other info(maybe I can put some sort of ability into the game that lets you do that,)] and I will be fixing where the damage appears so it isn't just on the tip of the sword. And the thing that is probably going to give me the most trouble, the shaky cam, which will make it look like an earthquake is going on whenever I want it to.
Also, more info on when I started making the game: I found a file on my other computer which says I had the game on August 2nd 2010, but that was when I already had the entire moving engine in the game and had the idea of making ADWAS. The game was started well before that when I was planning to make a platform shooter adventure game, but realized I needed to make an easier project before I started on a more difficult project that would take so much time. Ironically, I abandoned the idea of the game and used to platform engine I created to make a puzzle platformer, which as I worked on it started to become a bigger and bigger project. Eventually I abandoned the idea of ADWAS being a puzzle game and turned the concept into a full fledged castleroid style game (pretty much the entire idea of the game I had before but with swords instead of guns and a different story.) Anyway: the first game I worked on in XNA, a four player pong game, was worked on till mid July, so ADWAS came into being after July 18th and well before August 2nd.

Monday, December 6, 2010

Forest Grump

The game now has seven minutes of gameplay in it. The entire forest is in the game, and enemies in position. The forest concludes with Forest Grump, who is probably a little to difficult, but pretty awesome none the less. After you defeat Forest Grump he does not respawn in his room, just like normal bosses in video games. After beating Forest Grump you should be around level 3, but this is not including the town, so when the game is complete you should probably be level 4 or 5 when beating him. And he will probably be a lot easier at a higher level. I am going to have to do a lot of work balancing the game.  I don't have anything else really planned for the rest of the week because I have a 10 page paper I have to finish by Thrusday and I only have 2 done. After the paper is done though, I'll be back on board and can hopefully finish the forest completely and add in the cave. Oh! I fixed the ramps so you can walk up them smoothly but sometimes you cannot jump off them and you twitch when about 20% up the 22.5 degree ramp.

Saturday, December 4, 2010

Got a lot done today

Starting at around noon today, until about a half hour ago, I did nothing but work on ADWAS. I fully created Vermes and the Bat, and put the entire forest into the game. The Forest has no detail yet, just black collision blocks. I also did some work on the ramps to accommodate a 22.5 degree slant as well as the 45 degree one. The ramp that goes top to bottom, left to right respectively is the only one that works seamlessly, the other direction is horribly glitchy. All I have to do now to complete the forest is create forest grump, put the enemies in their places and put the vines that disappear after you defeat forest grump. Then the detail after I know I don't have to change anything. All of that should be completed by next Saturday, maybe even sooner.

Friday, December 3, 2010

More enemies!

I got home today and decided to work on the game on my 1080p HDTV. I wanted to see what the game would look like in HD. For some reason when the TV scales the game to fullscreen it doesn't like the 16:9 ratio, even though that is the ratio of the TV, and it looks right when in 4:3 ratio. Whatever, I'll find out whats up with that later. But playing the game in 1080p looks amazing.
On a different note, my objective for today was to create the Shadow enemy. I had to finish off the spider enemy first though, who turned out very well and only took about a half-hour to polish off. Then I started to work on the Shadow who ended up taking about an hour and a half due to his three different attacks. He could pretty much be a miniboss. He is invisible, appears on you, then does one of three attacks with his hands. So I completed everything I had to for today so I'm glad. Since tomorrow's the weekend I got a lot of work ahead of me. Hopefully I can finish it in time.

Thursday, December 2, 2010

First time behind schedule

After creating a schedule for me to keep up with, this is the first day I didn't finish my "homework" in time. I was supposed to fully create the Araneae (spider) enemy today, but I only got about half-way done. I had to finish off the bear to make him more randomish, so it didn't look like he was just moving towards you and attacking you. Then I went on to the spider, and I really didn't want to start it but I did because I had to finish it today. I had some trouble making him move towards you in all directions, but I got it. Then I forgot how to rotate him to face the direction he was moving because I haven't done anything like that since the summer. I brushed up on that with Google, then went on to make his web. And that is where I am. I just finished the web (and he cannot move off it) and have to work on the acid spitting tomorrow, along with the shadow.

Wednesday, December 1, 2010

Here we go

From today on I should be getting a lot done with the game. I will be working a little every day that I can to put something into the game. I'll try doing something different every week. This week is enemies, next week map, next week enemies again, next week something else. So far I have about 50 enemy concepts, which if I do one every day will take two months, so I'll probably double up for efficiency, and quintuple up on weekends where I have all the time in the world.
Today I made the "Wild Bear" or "Kuma" I haven't decided which name to use yet. He moves toward you, then either bites or slashes, slashing doing more damage. He's very rough, but it will have to do as a place holder. And I don't have any real sprites yet for him, just place holder sprites. Way down the line I will put actual detailed sprites in the game, but it isn't important now.