Archive for the ‘Game Development’ Category

Game in a Week, Week1

Saturday, March 26th, 2011

Clearly I got no work done on the Ludum Dare.  Instead I got to work on the flu, as usual I did good work, nuff said.  My main reason for wanting to do the dare was just to get something simple done with Unity, just to learn the tools.

So now I figure I’ll write a game in the evenings.  I usually have about an hour I can be productive in the evenings.  This should be enough time for something simple.  I also want something I can finish.  Or something that has rules that will make me finish.  So enter the Game in a Week!

I set a couple of ground rules for myself:

  1. Be done in a week with a finished game, presentable. (or as close to finished as I can get it)
  2. At the end of every night have something playable.

So I decided to make a breakout clone, figured I could finish it in a week.  yeah right….

Day 1

Started out simple, I have a working paddle and a bouncing ball.  Wanted to figure out how to make a build as well.  Plays best with an xbox controller if you have one.  Keyboard works ok as well.  Ctrl key to fire.

Play it here.

Day 2

I added the blocks.  Can’t have breakout without blocks.  I also wanted to know how Unity handled scene loads etc.  So I added a level select and three levels.  Also added simple game rules so the game would end and get you back to level select.

In addition I added bounce direction control to the paddle so you can aim your shots a little better.  I opted to go for  a simpler model for aiming, so the incoming angle of the ball is not taken into account.  This will make it a little different from traditional Breakout, but maybe a little easier to aim.  Also space bar now works to fire.

Play it here.

Day 3

Played around with adding a skybox and simple materials, yellow blocks in this case.  Added a victory and defeat screen.  I’m not a huge fan of the UI system in Unity, without a decent layout tool it is a pain to iterate on.  It has plenty of great functionality.  It is just hard to layout without graph paper.

My son also requested blocks with multiple hit point, so now we have them too.

Play it here.

Day 4

Added in a scoring system including a combo system and multiplier system.  Hud improvements will be needed to really finish this feature.  Can you get Unstoppable combo!

Also the ball is now red and has a trail effect.

Play it here.

Day 5

Did not have a lot of time this evening, just added in a better HUD.  Not a huge fan of it art wise, but it is better than it was.  Maybe I’ll have time to fix it up later.

Play it here.

Day 6

Added Materials for everything and two more levels.

Play it here.

Day 7

Ok last day.  I added the last 4 levels and Audio.  The Audio sounds kind of funny because I’m recording it using the microphone built into my laptop.  At the same time I am whispering because I don’t wake up my wife or son who are both sleeping.

Play it here.

A ton a feature were cut to get this done;

  • Powerups – really wanted these.
  • Exp system and paddle upgrades
  • Unlockable Levels
  • Music!
  • More Particle FX – well actually an FX at all….
  • A title screen, can’t believe I forgot this….
  • Better Block types, exploding bombs, etc..
  • Enemies of some type.
  • Some kind of secret area.
  • Fixed some of the edge cases where a ball can get stuck.  This is currently a game ender.

Maybe at some point I’ll come back to this game and do some of these things.  Also would not mind fixing the awful audio and the terrible graphics…

Ludum Dare: Post 1

Friday, December 17th, 2010

Started work on Stuff Hunters.  I will try to make a build every hour or so I’m working on it.  I suspect I have bitten off more than I can chew.

Build 1 – if you can call it that.

Unity Test

Sunday, December 12th, 2010

Man I have not posted in a while.  Lot has happened (like working on Left4Dead and COD: Black Ops).

I’m playing with unity today with the thought of trying the Ludum Dare. Maybe.  Howard got me all excited about this at lunch, and of course Anthony showed me the contest long ago. However my follow through with personal projects is a little abysmal.

This is just a test post to see how easy/ hard it is to link to a unity app.

The Test Game App.

Hey at least you can walk around….

Warriors of the Shining Star Demo 1.

Monday, September 3rd, 2007

Wow, putting in the keyboard controls went faster than I thought. I highly recommend playing with a 360 controller. The game was designed for it. Playing with the keyboard is an exercise in aggravation.

So here is the demo.

Also if you need it here is the XNA framework from Microsoft. You will need DirextX9 and possibly .net 2.0 as well.

Warriors of the Shining Star is meant to be a fun action shooter; very much like Robotron or Gauntlet with a bit of RPG elements added in. Right now it has more action elements than RPG elements but they will come.

Controls are simple (with a 360 controller).

  • Left Stick – moves.
  • Right Stick - shoots.
  • Right shoulder is you special ability. The Warrior class starts with Discipline, slow motion mode.
  • A Button – Selects

Left/Right DPad – changes weapons (demo only has one active weapon)

With the keyboard:

  • WASD – is the Left stick.
  • IJKL – is the Right stick.
  • E or Enter – is the A Button
  • Z/C – changes weapons.

There are two executables in the rar file: the normal one runs at 1024×768 and the second at 640×480. There are some performance considerations at 1024×768 as some of the shaders I am using can cause you to become very fill limited, especially the ground for near the beginning.

In the demo level there are two weapon power ups that will help greatly if you can find them. There really is no set end to the demo, but the flame thrower miner is meant to be a kind of mini-end boss.

Also the audio is almost completely untouched; I have put in the sound system but don’t really use it for more than the shooting sound. Also please ignore the temp art.

Have fun.

Space Wars Tactics source code.

Monday, September 3rd, 2007

I realize I have not posted in a while. Real life kind of took over. Hopefully I can get back to regular posting.

I never got the chance to post this, not that anyone really cares since it was kind of a crappy game, but here is the source for Space Wars Tactics.

If get the time I’m going to try to post a single level demo for Warriors of the Shining Star. I just need to add keyboard support for those of you who don’t have 360 controllers hooked to your PC’s. Hopefully that will be tonight or tomorrow.

War and Tactics in Space!

Wednesday, February 28th, 2007

I have not been posting because I have been working on my top secret project for the Dream Build Play competition: Space War Tactics! The Dream Build Play competition is a series of game development competitions centered on a Microsoft product called Game Studio Express. Many of you have probably seen what will be my entry for the main portion of the contest: Warriors of the Shining Star.

For the first part of their contest they gave everyone two weeks to make a mod of their Space Wars demo. I decided that their demo seemed like a sub game to a larger game. To that end I decided to make the larger game (or at least as much of it as two weeks will allow). Inspired by Advanced Wars I made a tactical layer on top of the existing combat system. You build your fleet up and with it capture bases and fight the other teams.

With only me to work on it I will probably be beat out in the competition by larger teams who can make more content than I can. Ahh well. But it was definitely fun to work on. Now I just need to wrangle together four people so I can play a larger game of it, the AI is a little easy to beat after a few games.

You can download it here.