Both me and Chris have become a little bit too busy to keep working on this project for now.
It is my wish to return to this project once work-related things calm down and stabilize a little.
Project: Nectar
Sunday, April 10, 2011
Wednesday, March 30, 2011
Cave Flier Soundtrack
I am glad to finally post my first attribution to the game here. I've created a demoloop for Cave Flier. This track still may sound different from what the actual ingame music will be. But atleast it can give you a taste of what's coming.
Cave Flier Soundtrack by DubAudio
Enjoy
Cave Flier Soundtrack by DubAudio
Enjoy
Sunday, March 27, 2011
Project #3: Cave Flier
Okay, that name sucks, but it'll do for now. Cave Flier it is.
So after my failure to explain the game properly, I figured I should just draw it out.
So after my failure to explain the game properly, I figured I should just draw it out.
So pretty much, you've got a bunch of asteroids-style spaceships flying through these sorts of levels, attempting to avoid hitting the walls in order to get to the finish before the other spaceships. The green line would be a waypoint, which would probably have to be tied to a nearby spawn point. But anyway.
Not only would I like to do a racing game mode, but also other things, like deathmatch. A long while back, Onaka and I discussed this game and had come up with some pretty great ideas for it. We ended up with a really funky base-vs-base game where the players could actually build up turrets and other defenses, take control of power generators throughout the levels, and attempt to destroy the other base while defending their own. Obviously, this would require a high amount of players to function well, but it's not as if this is will be a particularly bandwidth heavy thing. Anyway, this idea would need to be saved for later.
I'm going to make mini-goals for this project, due to its complexity in comparison to the others. On one hand, I wanted to wait for us to get more experienced before starting something like this, but on the other, I can't really stand to wait any longer.
By Friday, April 1st, our goal is to have a playable demo where spaceships can fly around in a level.
Assuming we are on time, Friday, April 7th, we will have a level editor completed and readily available for people to toy with. By Friday, April 14th, we will hopefully have completed the basic gameplay with racing through waypoints.
Friday, March 25, 2011
Project #3: Unknown
We haven't quite decided on the name yet, but this project is going to be a lot more complex than the other ones.
It's a bit hard to describe, but I'll try. Imagine asteroids, only, with other people, without the asteroids, and with levels to fly around in. Slamming into walls will damage the player, so if he hits a wall too hard it will kill him. Each player will get a spaceship to fly, and there will be several different game modes to play.
The first game mode we will make is the race game mode. Effectively, players will race through a level to reach the end. Whoever gets there first wins.
A few other game modes will be deathmatch and team deathmatch, which is pretty obvious as to what they are.
Man, I'm doing terrible at typing today. Talk about a dry and not-so-exciting post.
Anyway, we've done some design work already in Cacoo. The rudimentary layout is finished, now we need to get a bit more specific with the designs for the base classes. Then, we can begin work.
When I'm feeling up to it, I'll write a more technical post, and also, will have to decide on a deadline for this, considering it's going to be a lot more work to finish.
It's a bit hard to describe, but I'll try. Imagine asteroids, only, with other people, without the asteroids, and with levels to fly around in. Slamming into walls will damage the player, so if he hits a wall too hard it will kill him. Each player will get a spaceship to fly, and there will be several different game modes to play.
The first game mode we will make is the race game mode. Effectively, players will race through a level to reach the end. Whoever gets there first wins.
A few other game modes will be deathmatch and team deathmatch, which is pretty obvious as to what they are.
Man, I'm doing terrible at typing today. Talk about a dry and not-so-exciting post.
Anyway, we've done some design work already in Cacoo. The rudimentary layout is finished, now we need to get a bit more specific with the designs for the base classes. Then, we can begin work.
When I'm feeling up to it, I'll write a more technical post, and also, will have to decide on a deadline for this, considering it's going to be a lot more work to finish.
Monday, March 21, 2011
Design Diagrams
Matti and I, throughout almost our entire programming career together, have wanted a way to create diagrams for our games' design. It's always been really difficult to convey exactly how we're wanting things to work, and every now and then we'd mess up and not understand the other perfectly, forcing us to make adjustments to our design in order to not lose many hours of work.
Finally, we found something that suits our needs. Cacoo.com is providing an excellent service (although, the fact that they're attempting to charge money for more than 25 sheets is absolute bullshit) in which we're able to create all sorts of diagrams for various things. We've spent a few hours just now working on the design for our next project, which is going to be a lot more ambitious than the last. Now that we have this tool, we hope our code will not end up sloppy. We're able to design the classes, what properties they'll need, what functions they'll need, and make notes on how they should behave. We can visually see how everything fits together, and thus, we can design our project before we start coding (instead of designing it as we coded).
I'll make a post tomorrow about the next project. It's multiplayer, and it should be tons of fun. It's going to require a lot more time than our previous projects, simply because of the scale, but I think we should be able to release it in parts. Think of it as a bunch of mini-projects tacked together to create a bigger project. Details tomorrow. Bed now.
Finally, we found something that suits our needs. Cacoo.com is providing an excellent service (although, the fact that they're attempting to charge money for more than 25 sheets is absolute bullshit) in which we're able to create all sorts of diagrams for various things. We've spent a few hours just now working on the design for our next project, which is going to be a lot more ambitious than the last. Now that we have this tool, we hope our code will not end up sloppy. We're able to design the classes, what properties they'll need, what functions they'll need, and make notes on how they should behave. We can visually see how everything fits together, and thus, we can design our project before we start coding (instead of designing it as we coded).
I'll make a post tomorrow about the next project. It's multiplayer, and it should be tons of fun. It's going to require a lot more time than our previous projects, simply because of the scale, but I think we should be able to release it in parts. Think of it as a bunch of mini-projects tacked together to create a bigger project. Details tomorrow. Bed now.
Wednesday, March 16, 2011
Music Artist & Level Designer
We have two new additions to our team!
Lorenzo Claerhout, a music artist, has offered to join our team and I gladly accepted. He did the sound effects and music for Brick Breaker, and I'm really excited to see what he comes up with for our next games.
David Kaye did some of the level design for Brick Breaker. We'll be providing him with level creation tools for all future games that need it, so that he can design the levels, leaving the programmers more time to actually program.
Not only am I excited to see what they come up with, but I'm also excited to read their future posts about how they came up with it.
Lorenzo Claerhout, a music artist, has offered to join our team and I gladly accepted. He did the sound effects and music for Brick Breaker, and I'm really excited to see what he comes up with for our next games.
David Kaye did some of the level design for Brick Breaker. We'll be providing him with level creation tools for all future games that need it, so that he can design the levels, leaving the programmers more time to actually program.
Not only am I excited to see what they come up with, but I'm also excited to read their future posts about how they came up with it.
Tuesday, March 15, 2011
Project #2: Brick Breaker (Complete)
Finally, we can release Brick Breaker. This took MUCH more time than we anticipated, what with the collision detection struggle, and the visual effects, and then the sound... we put a lot more effort into this than I thought we would.
Anyway, here's a quick video demonstrating one of the more difficult levels. It's being played single-player since I don't have anybody who will help show off the multiplayer, so I'm just controlling both of the paddles.
And now for the release:
.NET 3.0 Redistributable: http://www.microsoft.com/downloads/en/details.aspx?FamilyID=10cc340b-f857-4a14-83f5-25634c3bf043 (If you're on Vista or greater, you won't need this.)
XNA 3.0: http://www.microsoft.com/downloads/en/details.aspx?FamilyID=6521d889-5414-49b8-ab32-e3fff05a4c50
Brick Breaker: http://dl.dropbox.com/u/5684321/BrickBreakerRelease1.rar
And, once again, for those who want it, here's the source (although I'm not very proud of how terribly 90% of this has been coded, and would not recommend using this as an example): http://dl.dropbox.com/u/5684321/AwesomeBricksSource.rar
Keep in mind the licensing: http://creativecommons.org/licenses/by-nc-sa/3.0/. This applies to EVERYTHING released.
And time for some credits:
Programming by Matti Lehtinen and Chris Walker <project-nectar.blogspot.com>
Art by Skyler Sharpe <facebook.com/skysharpe>
SFX & BGM by Lorenzo Claerhout <darthduba.newgrounds.com>
Level Design by Chris Walker and David Kaye
I don't really have the energy right now to write about this project, so I'm going to go ahead and do that in another posting at a later date. The only thing I can really say right now is that we need to touch up on events, and start using much cleaner coding practices.
As usual, our next project will be posted up within a few days. I don't think the next one will be very exciting, if it's what I think it is, it really isn't going to be a game, per se.
Anyway, here's a quick video demonstrating one of the more difficult levels. It's being played single-player since I don't have anybody who will help show off the multiplayer, so I'm just controlling both of the paddles.
And now for the release:
.NET 3.0 Redistributable: http://www.microsoft.com/downloads/en/details.aspx?FamilyID=10cc340b-f857-4a14-83f5-25634c3bf043 (If you're on Vista or greater, you won't need this.)
XNA 3.0: http://www.microsoft.com/downloads/en/details.aspx?FamilyID=6521d889-5414-49b8-ab32-e3fff05a4c50
Brick Breaker: http://dl.dropbox.com/u/5684321/BrickBreakerRelease1.rar
And, once again, for those who want it, here's the source (although I'm not very proud of how terribly 90% of this has been coded, and would not recommend using this as an example): http://dl.dropbox.com/u/5684321/AwesomeBricksSource.rar
Keep in mind the licensing: http://creativecommons.org/licenses/by-nc-sa/3.0/. This applies to EVERYTHING released.
And time for some credits:
Programming by Matti Lehtinen and Chris Walker <project-nectar.blogspot.com>
Art by Skyler Sharpe <facebook.com/skysharpe>
SFX & BGM by Lorenzo Claerhout <darthduba.newgrounds.com>
Level Design by Chris Walker and David Kaye
I don't really have the energy right now to write about this project, so I'm going to go ahead and do that in another posting at a later date. The only thing I can really say right now is that we need to touch up on events, and start using much cleaner coding practices.
As usual, our next project will be posted up within a few days. I don't think the next one will be very exciting, if it's what I think it is, it really isn't going to be a game, per se.
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