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.

No comments:

Post a Comment