Archive for the ‘40-Hour Game’ Category

SlaughterMage: 3.5 hours in

Saturday, September 12th, 2009

Hello again.  It’s been 3 and a half hours since I started this project and damn do I have a lot done!  The first important lesson is that code reuse is great! I don’t think I’d have as much done as I do now if I had to rewrite everything from scratch.  However, there have been some nasty subtle bugs because of the reused code, so I ended up spending time debugging and rewriting entire sections.  This is mainly due to how entities move in this game.  In UGH, they moved one tile length at a time but “slid” from tile to tile. A lot of the old moving and entity updating code had to go.

So what have I complete so far?

  1. Loading tiles from a .png file (copied)
  2. Loading entities from xml (copied)
  3. Created the entity manager
  4. Draw the PC and the monsters on the screen
  5. Move the PC with the Xbox 360 controller
  6. Move the monsters via their own AI.  There are two types “Aggressive” which will always follow the player trying to hurt him and Neutral.  The neutral AI runs around aimlessly, but turns aggressive it gets hit the PC. (about 50% copied, 50% rewritten)
  7. Created the Monster Catalog. (copied)
  8. All entities do collision detection so that they won’t step over each other.  It’s not 100% perfect and it can lead to weird gridlock issues, but it’s workable for now.  I’ll probably look at it more later.

So, next I’m going to tackle combat. This will mean that a bad guy will try to seek out the player and “collide” with it.  If that happens, the player takes damage.  Then I will implement a way for the player to defend himself by lobbing fireballs at his enemies.  This will new entities spawned and if they collide with any entity, the entity takes damage and the fireball “dies.”  I’m expecting this to at least take a few more hours.

Here’s a screenshot, you’re the red wizard.  There are around 100 entities on the screen and everything is running very smoothly:

screenshot

And so it begins… again

Friday, September 11th, 2009

Alright, I promised that I would update as I got stuff done and so, here we are.

I’ve set up the environment, I’ve got a nice black screen running at 1280×720.  Now the clock starts for real.  It seems that I will be able to borrow more than I expected from my UGH and Zune remake of UGH projects.  This is good as any time saved is useful.

I do feel like a I’m cheating a bit, but then I look at the list of things that needs to be done and I don’t feel so bad any more :) .

I’ll post the next update when I have something running around on the screen!

Just one more chance!

Friday, September 11th, 2009

… Alright, so years ago I tried to do a 40-Hour game project and failed miserably. Once again it was plagued by my inability to finish the game. Sad. Am I utterly incapable of finishing what I start? I like to think not. I recently started and finished a small humorous video I did on my spare time. This has invigorated me to finish some projects that I have started — and the one that has been a sore spot for a while now is the 40-Hour game.

There are three project that I want to finish: the 40-Hour game, my mechanical hand project, and my LED lamp project that I have not talked about on this blog but been trying to work on for a few years now.

Anyway, this post is about the 40-Hour project, its score and the deliverables. I’m going to use these 40-Hours to make a fantasy themed real-time monster-shooter… Here’s what I’ll be doing:

  • Using the XNA framework. The emphasis is to get this working on the PC. Seeing it in action on an Xbox 360 is going to be the “prize” for finishing this project.
  • 2D tile-based map. The map will be smooth scrolling, the player will always be in the middle. It will be randomly generated.
  • Input scheme will be an Xbox 360 controller. The left thumbstick will move the player, while the right controls where the stream of magic goes.
  • Random powerups are tossed around the level.
  • Each level has an exit to deeper level.
  • Sound effects for the zombies and weapons as well as a few one-liners for the PC.
  • Background music to kill monsters by.

Now, that is a lot of work, and I’ll break down my schedule and what I’ll be doing in the next post. Regardless, this is going to be a lot of work so I’m going to cheat a bit. I’ll be utilizing these resources:

  • Graphics and sound effects I find on the web
  • Various bits of code I have developed over the years. I’m not sure how much it is, or how useful it will be be, but at the very least I’ll be using the same ideas
  • Not going to count the time it will take me to set up a project with XNA or figuring out how that framework goes together. I worked with it several version ago on UGH and it has changed quite a bit since then.

As a matter of fact, to the keen reader, this should sounds very much like UGH. There are some differences, though I’ll probably maintain the same look. The biggest difference is that the game is real time instead of turn based. Combat and magic is very different. In UGH, you “bumped” into an enemy to attack them. In this one, you’re a wizard shooting fireballs like nobody’s business. You probably don’t want to be “bumped” by the bad guys. The randomly generated dungeon will have to be very different to allow for the more frenetic gameplay (bigger rooms). In the end, I’m taking a lot of ideas from UGH but very little of the code.

Let’s see if this time things go a little differently.

Jumping Gigawatts! An Update!

Wednesday, February 22nd, 2006

I bet you all thought I’d let the SlaugtherFest V fester and dump it to the curb! LIES!

Sometimes, all it takes is the presence of another l33t h4xx0r to the those coding juices going. CypherXor came by yesterday and while he was coding his own cool stuff, I was coding on my opus… SlaughterFest V.

I’m happy to report that we finally have movement :) huzzah!

I’ll post another update later on today with more information, but I just had to get this out there :)