15 1 / 2012
15 1 / 2012
I think the title gives away what I worked on this weekend: adding in the Brwee. For those who do not know about this mystifying creature, the Brwee is a cute, fluffy, lovable little bird that will undoubtedly be the most common enemy Mammon (or any other characters) will face along his journey throughout the world. The Brwee (pronounced BRUEE or whatever) is important to this game as it’s adorable. My next post will have the concept art I came up with today.
I hope those of you who have already seen the Brwee enjoy the new concept art. Why? Well, I basically reconstructed the Brwee to not look so bad. You see, I have little to no experience drawing monsters or animals. When I first doodled this little guy at work, I put a few basic shapes together and tadaaaaaaa, shitty Brwee. Today I took the time to doodle a better Brwee that was more proportional and easier to draw. It looks a little different but personally, I think it looks a lot cuter than before.
Mathieu also sent me two Brwee noises that I will be adding to this milestone. YES. BRWEE NOISES.
In terms of the code, I started by adding the Brwee to my level editor since my game loads up a simple level at the beginning. It was pretty easy adding the Brwee in, and I think that shows how good the general architecture of my game/level editor is. For now, it only shows up as a green square. Considering my tablet temporarily exploded (or whatever, temporarily just didn’t work), I could not make any sprites this week (and thus made concept art today instead). I also started looking at my collision engine to start thinking of how I’m going to integrate the Brwee and stuff. I’m quite excited for this!
In terms of my week, I focused a lot on the characters. I did a bit of sketching and came up with a really creepy concept for Beelzebub. Through this, I decided that each character will have some sort of ultimate badass form that can be reached by I don’t know what yet. I still have to think of what will make this platformer somewhat unique or re-playable. I’ll think of something, I guess.
In the meantime, this is it for me for now! I’m really glad I have my tablet working without having to reformat my computer. Yes, I drastically need that reformat, but alas my external hard-drive is now the one that has suffered. GOD DAMN I am NOT lucky with technology these days! OR AT ALL, ACTUALLY. ARRRRRRRRRRRRGH /pessimism.
Oh! I also just made this post “answerable” on Tumblr. So if you have anything positive or negative to say about this post, I kindly encourage you to do so. Toodles!
09 1 / 2012
08 1 / 2012
After a very relaxing two weeks of vacation from work, I finally got back to working on SPC. I was technically supposed to work on it during the holidays, seeing as I had so much free time it was overwhelming…but alas, Star Wars: The Old Republic took up all of my time (and well, family, but who cares right? I’M KIDDING). Anyway!
Rather than flooding my blog with graphics, I have decided to finally get started on the highly anticipated 5TH MILESTONE (well, it was at least highly anticipated by me). Milestone 5 is jam-packed with some awesome and more advanced techniques of code that I have been both scared and excited to start. Here is a general outline of what I’d like to achieve in this milestone:
- Animations: This is probably one of the bigger goals for Milestone 5. The animations that I would like to include are some basic idle animations for the player, running animations, falling animations, fight animations, and more. I consider this to be a huge goal because it actually makes it seem like the game is somewhat pretty and playable.
- Texture Management: Seeing as I would like animations to be added in, it’s very important to have a manager for all of the textures in the game. The texture manager will be in charge of loading all of the textures into a hash map, making it extremely easy to access these textures from the outside.
- Side-scrolling: Platformer levels would be pretty boring with the current size of the screen. My level editor is capable of making bigger levels. I would like to implement side-scrolling for when the player reaches a certain boundary in the level to expand the sight of the level.
- The Brwee: I would like to implement the extremely popular Brwee, a cute little chirpy bird that will be the most common enemy in the game. The Brwee will walk or fly from side to side on a platform. It’s a very basic “AI” and I think it will be needed.
- Health Bar: I think this one’s pretty self-explanatory. I’d like to implement a health bar for the player.
- Better Collisions: My collision engine, as it is, is quite basic and only handles rectangle vs. rectangle interactions. I would like to start implementing other polygon interactions (e.g.: circle vs. circle, circle vs. rectangle). I’m not sure I will be able to do this in this milestone, but it would be nice to try!
- Silly Objects to Put in Levels: I might put some rocks n’ stuff that could either hurt the player or heal them. I’m not sure yet. I might be getting ahead of myself.
After this weekend, I have successfully written the texture manager and animation system. The screenshot above with Abaddon and Mammon is actually of the game currently. Mammon has a little state machine going that allows idle animations to occur if he is not running or whatever. It’s actually pretty cool. I’ll have to start drawing up some more animations soon.
Man, I’m glad I started adding in the sprites for Mammon in this milestone…I found a huge flaw with textures with transparency. I had been using depth testing…which made it pretty crappy for multiple textures showing up with transparency. By crappy, I mean the second texture would not show at all. That was a learning experience.
Over the week, I think I will most likely take it easy and draw up more sprites. With work, it’s tough to stay conscious in the evening enough to code.
Oh, I will also draw up the Brwee. I think it’ll make my pal, Mathieu, very happy :P. Brweeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeweweweeeeeeeeeee!!!
12 12 / 2011
11 12 / 2011
11 12 / 2011
I haven’t done much coding, evidently. I am still waiting on a code review that will hopefully be done soon. There was a lot going on in the past couple of weeks so it’s understandable that it hasn’t been done yet. However, I am planning on what needs to be done next and all that jazz.
Not to worry! Just because I haven’t been coding doesn’t mean I haven’t been working on the game. The game requires a lot of artwork and basic design for the story, and I have been thinking about this a lot. Since the main character is Mammon, I think it would be fair to make his colleagues unlockable throughout the game. I am obviously not sure of HOW to unlock them yet, but I’m thinking there will be one per world. Currently, there will be seven worlds; this means Mammon has the joy of kidnapping seven princesses. Since the main character is a sin (or one of the seven Princes of Hell, but that’s a lot more morbid and might freak out my Christian fans), then it would make sense that the princesses represent the seven heavenly virtues. Again, before freaking out my Christian buddies, I very much plan on making all of these very twisted versions of the real heavenly virtues. As much as I am morbid and have a thing for villains and demons, I’m still not 100% comfortable about the idea of Mammon kicking the shit out of good ideals I follow every day.
Every sin has an opposite of him/her that represents a virtue. Below, I am going to list the still temporary names of each sin with their equivalent virtue:
Mammon (Greed) <-> Caritas (Charity)
Abaddon (Pride) <-> Humilitas (Humility)
Asmodeus (Lust) <-> Castitas (Chastity)
Leviathan (Envy) <-> Humanitas (Kindness)
Beelzebub (Gluttony) <-> Temperentia (Temperance)
Amon (Wrath) <-> Patientia (Patience)
Belphegor (Sloth) <-> Industria (Diligence)
As you can see, I highly avoided giving the names Satan and Lucifer. I’m still hesitant about the name “Abaddon” to replace Lucifer, though. And no, there are no “seven princes of heaven”, so no really badass names for the virtues. I’ll try and think of something if the latin names are too dumb. So far, Greed and Pride are going to be twin brothers since they are very very similar to each other. I’m also tempted to make Amon a girl, and Asmodeus a guy, just because it’s totally not stereotypical.
Anyway, that’s it for me. I made a new drawing of Mammon that may or may not show up properly here. If not, please check it out on my DeviantART page: http://starforsaken101.deviantart.com
25 11 / 2011
22 11 / 2011
First off, I just wanted to make a note that I have not been doing much with SPC lately due to Skyrim sucking up my time. If you haven’t already tried it, I highly recommend it. It’s one of those games where you can play as essentially any build as you want. I love big brawly warriors, so I am a big brawly warrior. Oh yeahhhh, but that’s not the point of this entry!
I can’t do much with the code as my code is under a code review process right now, but I can sure as hell sprite. I made a simple animation of Mammon blinking his eyes. Yeah I know, pretty noobs, but that’s all I have for now due to lack of time. It took me a while to figure out what kind of pose I wanted him in. This will be one of his random idle animations. I will most likely have others that consist of his hair flowing in the wind, or him smiling more, I don’t know. I’m proud of my little sprite so far.
Anyway, like I said, not much going here yet. I need to clean up the code of my previous milestone before continuing on in development. Skyriiiiiim…ultimate destroyer of productivity…
10 11 / 2011