Showing posts with label Indie Games. Show all posts
Showing posts with label Indie Games. Show all posts

Thursday, July 11, 2013

Demo Polish

Hello everyone, today I am uploading version 0.03a of Dual Core. No new content with this one, but it does add a new feature and polish existing game areas. I have started a new set of classes so I have been very busy lately without as much time to work on this, but I am still dedicated to finishing it, it just might take a while.

The first thing I would like to note is the inclusion of camera zoom in this version. Right now it only activates when there are 2 players and zooms out when the two players are far enough away from each other. Unfortunately, this zooming has exposed tearing in my tile engine, and while I have done a lot of research on what is going on and how to fix it, at this point in time I haven't been able to.

So, I decided to go ahead and include the camera zoom in this build because I feel it is an essential feature to the game going forward, because sometimes the players just get too far apart from each other, so please be aware that the tearing in between the tiles of the game levels is a known issue and I am working to fix it.


***Gameplay***
Created new AI subtype: AISpiker
Based on AI Chaser, the Spiker chases the player regardless of the direction they are facing
Has no shield
One health point
Causes 2 damage on collision with the player


***Physics***
Fixed bug that caused players to travel through two platforms if they collided with them at the same time (mostly falling)


***Graphics***
Added particles to missile launch from AILauncher
Added particles to AIMissile
Added camera zoom function to multi-player. This is still very much a work in progress.

***Audio***
Created and added several new sound effects. Including:

  • spawner creation
  • bomber diving at player
  • button pressed
  • switch tripped
  • platform moving // I'm not happy with this one but it is in for now
  • player death
  • normal boss throwing projectiles
  • windy boss throwing wave projectile
  • normal boss dash attack
  • boss jump
  • windy boss activating spawner

https://docs.google.com/file/d/0B-PWPsdVYXH6UDNiTzktRndid3c/edit?usp=sharing

Friday, June 28, 2013

End of Class and other changes

Well, last night I uploaded the final version that I made of this game for my development class. It has been a long 8 weeks but I am pretty happy with all that I got done with this game.

Next up on the to do list, I am going to go through and remove all parts of the game that were added solely because of my course requirements. First thing to get the ax is the awful scoring system and high score table. While I will probably keep the code in case I feel like adding it back in later, I feel that it is unnecessary for the game and detracts from what I am going to accomplish.

Also, gathered from more player feedback, I am probably just going to ax the room in the first stage with the chaser and the elevator. When I look at the map with KISS (Keep It Simple Stupid) in mind, I realize it is just a really bad design. So I am going to make a new map design that introduces the concept of chasers hitting buttons for the player in a different way.

Next on the to do list, a small game play video. Screenshots don't really do the particle system in the game justice so I'm going to take another look at the particle system before I do that, to make sure it is working well and is being utilized where it should first.

Last, I'm going to work on a dedicated game demo. I think there is a way I can do it as a copy of my project in VS so that the game continues to get updated, but the content does not. That way any bug fixes or game play changes I made down the line will get reflected in the demo.

For anyone interested, my game is now on Steam Greenlight and IndieDB! I'm adding the links to them on the side of the blog, please stop by the pages and show support for the game!

http://steamcommunity.com/sharedfiles/filedetails/?id=154530325

http://www.indiedb.com/games/dual-core