Prelighting is the shit.
Very cool. I had to research what prelighting is though: insomniac games prelighting presentation
I enjoy functional programming and cookies.
I have stopped all current projects in favour of starting and finishing Slidieo2. I think I will also blog my development progress as I go :)
Slidieo is a game I released for iPhone two years ago. I created it using Objective-C - as a project for learning the platform.
The game features a configurable sized grid of coloured blocks. The aim is to rearrange the blocks to group the colours. To rearrange, one must slide a row or a column. Blocks wrap around the grid: if one slides off the left it appears on the right.
Slidieo2 will be developed for iPad and iPhone, Android, Mac, and Windows. Also depending on when the appropriate Unity release is out, maybe for Linux too. I will mainly write in C#.
I have progressed the game idea since the original. Sliding rows and columns is still the control mechanism. But some rows and columns feature fixed blocks that cannot be moved. The aim is to get each column to feature a single colour (other than any fixed blocks).
One interesting challenge will be to generate level configurations from the level number. This way I don’t have to design and store any levels, just an build an algorithm for generating them. As the level number is used as the random seed, the levels will be generated in the same way each time they are loaded.
More to come later on.
Updated my tumblr theme! Selected one of the free ones and modified it. Added in a navigation menu and included ‘rainbow’ the syntax highlighter: http://craig.is/making/rainbows
I’ve also been watching loads of Adventure Time :] and refactoring some of my game code.
Until I build my map editor, I’m going to use Minecraft to design the puzzles :P
Just got basic map loading from JSON files - Like a boss.
At the moment only player-spawn, walls, and lighting are loaded from the map files. Cores, Fields, and power connections will shortly be added.
I’ve also forgotten to eat, so I’m having a pizza break!
No Linux support :[
Here is my sixth build of Throbe. It demonstrates Power-Fields, Barrier-Fields, Power-Cores, power connections, and Heavy-Cubes.
A power-field sends power to any power-receiving object that enters it.
A barrier-field is basically a wall that can be turned on and off, when given power.
A power-core can accept power from a power-field. Usually a power-core will have a connection to a set of elements that can receive power. In the video, the barrier is a connected element of the core. So when the core gets power from the field, the barrier gets power from the core and switches off.
A heavy cube is exactly what you think it is. This cube may be used to push buttons later on - although this is subject to change.
Feedback is appreciated :]
I didn’t work on my game much yesterday, I did however spend time with a mate who I’m probably not going to see again until my graduation ceremony. We had fun working on a iOS project, playing games and watching Adventure Time :D.
I’ve also only just got up, but the plan for the rest of today is: progressing the development of my game and releasing a windows build for those who are interested in testing it out!
I also just replaced the broken light bulb in my room - I won’t be sitting in a mostly dark room tonight - I have done for the last four/five days.
It might be interesting to implement volumes with wonky gravity (ie: pockets of inverted, fixed-point, or zero gravity). I’m not sure how useful that would be for gameplay, but it’s something that I’ve always thought would be neat.
Hey that’s a really nice idea, I’ll implement some tests and see how it goes. I’ll also upload the builds for them so you guys can play around with it and hopefully I can get feedback on it.
I’m currently reconsidering how the object detection system works when attempting to grab an object. At the moment it just uses a raycast from the player in the direction the camera is facing for a certain distance. If the ray hits a “grabbable” object, then it attaches it to the player. I’m considering adding some trigger geometry to the player instead, so that the player doesn’t need to be as exact when grabbing an object. This would, however, also require a more complex method of attachment.
Getting my game dev on!
This is the main menu so far. The six blocks are radio buttons for the six levels I should be making. In this screenshot, the last four levels are locked, as the player has only completed level 1 and unlocked level 2. The level selection works (and doesn’t for locked levels), and the play/quit buttons also work.
For game play, I worked out a cursor system using raycasting onto a plane which resides in it’s own layer, so that the ray doesn’t collide with anything else. Using this ray I take the hit point and store it for the player to shoot at – should they release the left mouse button.
If anyone wants to know more about my game, here is a link to my game proposal presentation: Presentation!
Works in a completely different way and encompasses a wider range of actions.
Haven’t written the documentation yet though, but if anyone wants to try and understand it take a look at demo.html. It pretty much uses all aspects of the module.
Instead of operating on dom elements, it can now work on any data you pass it! If you want to modify collections of objects into a particular states, it allows for that. Custom element interpretation functions, custom property rules, etc…
Took about 4 or 5 hours to come up with the new ideas and to write.