Prototypes

My January game, CRUP!, is now feature-complete!

The game I made was not much of a shoot-em-up so I couldn’t rightly call it a SHMUP. It’s all about the crashin’, though, so I’ve called it CRUP!

It’s now feature-complete and a testing version is available for download. This game is only for Windows, sadly, as GameMaker Studio requires that I actually own a Mac to export to the platform, and I don’t (yet) own the HTML5 exporter.

Download CRUP! test version (Windows only)
Extract the folder and run CRUP.exe.

I used Daniel Cook’s free Tyrian tileset as my art this time.

Feature-complete is not finished

I release feature-complete versions to signal a stop in the addition of major new features. There’s still a lot of polishing and tweaking to do, however:

  • I am unsure if having a power-up that lets the player fire rockets adds any value to the game at all.
  • The background provides poor contrast with the sprites.
  • I want to replace the graphics to give a more original and minimal look.
  • The background music in-game needs changing.
  • Because the spawning of enemy types (other than the standard grey plane) is random, there are some games where you don’t get a green ship or powerup ship at all.
  • Explosions need juicing. Screen shaking would be nice.
  • Bullets might be moving a little too fast. Their speed would depend on whether I want this game to be one about reflexes, or about threading the needle through a barrage of slow-moving fire, which would be interesting in itself.
Cowface

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Additive

About

Hay guise! Additive placed 67th overall out of 1406 entries. That puts it in the top 5%! I’m so, so proud! It also got the silver medal in the Coolness category, but I don’t know how many other games I tied with for it (the gold medal had a 105-way tie, for what it’s worth).

Additive is a color-mixing puzzle game made in roughly 34 man-hours for Ludum Dare 24 (August 2012). The theme of the competition was Evolution, and instead of biological evolution, I tried to imply a change in behaviours or habits over time.

You can play Additive here, and you can rate it and comment on it at the LD website. There’s source code there as well. It is hacky beyond belief.

Screenshot, pages from the dev notebook, and time lapse

Cowface

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Participating in Ludum Dare

Update, 9:08 PM

My game, Additive is now out for initial release. I might make some more changes to it to polish it up before submission, but it’s now quite finished.

You can play Additive here.


Just a quick post since I’m a bit busy. I’m participating in Ludum Dare, a competition where game devs all over the hizzle have 48 hours to make a game about a common theme. The theme is evolution, and I am making a puzzle game.

A timelapse video of my activities on the first day (which was yesterday) is here.

Here is a screenshot of me testing my game for color-blind–friendliness.

Cowface

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Super Skeet Gaiden

Super Skeet Gaiden was my first game. It’s a simple skeet shooting game written in Java with jMonkey Engine.

Hold R to reload, use Plus or Minus to adjust the number of clay pigeons thrown, and Numpad 4/5/6 to select the direction they’re thrown from.

Download Super Skeet Gaiden (extract and run the .jar to play).

Cowface

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First steps in procedural generation

I’ve been doing some game development since the start of July, amidst all of the other things I’ve committed to do. At first I felt that I didn’t have enough material for a dedicated gamedev website (to date, I’ve finished one crappy game), but I found a promo code for Dreamhost (protip: it’s TEXTPATTERN) and so I’ve taken the plunge. Welcome! Pardon my dust.

Right now I’m working on the procedural generation of a room, which will lead into the procedural generation of a building, which will neatly segue into a game that has a nice mix of both random and non-random elements, all of which is created at run-time, is different between each game, and requires as little labour from me as possible.

While it’s commonplace to generate a landscape at run-time from random noise, it’s much less common to generate a building on-the-fly. Part of the reason is that the pseudorandom tools we use for terrain generation (like fractal Perlin noise) do a great job of modelling the random details of the natural world, but not so the ordered nature of the manmade world.

My idea for getting around this is to personally design a multitude of rooms in a variety of types and sizes (bedrooms, kitchens, living rooms and so on), and then randomly piece rooms together to form the superstructure.

This would be painstaking if I went by the obvious route and fired up a 3D modelling tool to make each room individually, but roguelikes have been doing this kind of thing for years, and I think that representing a room in ASCII is simple to design with, simple to parse, and high-information. So what I want to be able to do is fire up Notepad, input something like this:

#---#
|...|
|...|
|...|
|...|
|...|
#---#

And have a 3D structure pop out the other end. This is what I have after a few hours of programming a procedural room generator. The actual code is simple, but I had many small moments of confusion while writing it.

A 3D analog of the ASCII room, with placeholder primitives.

I can see why Notch went with cubes for Minecraft; much easier to procedurally generate stuff when you don’t have to worry about orientation! I originally used hashes for all of the walls, then switched to the hypens and pipes because they are more meaningful; instead of the arbitrary meaning of a # as wall, a – means an X-aligned wall, and a | means a Y-aligned wall.

I’m now thinking that having it more like this would be even more informative:

#___#
[...]
[...]
[...]
[...]
[...]
#---#

That way I can automatically grab and place the correct wall at the correct orientation without having to decide programatically where the wall is, what’s around it and so on.

Cowface

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