Posts

Motion Check: Oh dear

So... I should have updated you all earlier on this matter, but here goes. My main computer that I use to make my one month builds and what not, has died. The SSD corrupted. It was a fine machine, let us never forget the horrified games I've built on it... AND NOW FOR SOMETHING MORE IMPORTANT! The computer died mid development of the one month build. I am, as such, postponing the release. The new release date will be announce when my lovely replacement machine arrives. Then, we start the one month builds up again! And this time, we won't stop for nothing and no one. Here's hoping as well. Side note: I'm looking forward to GMTK's game jam. No, I won't be doing 3d, I'll be doing this bad boy solo. Keep an eye here for more information going forth.

Motion Check: The intro

Oh boy, here we go again. Another one month build and this time I've decided to handy cap myself big time. Let's start those rules up! Create a movement system in Unreal Engine 4 Allow for sliding, long jumping, sprinting and crouching Allow for sliding, wall running, and wall hopping (Akin to Titanfall 2)  And now for the BONUS ROUND Let's start it up with better guns, allowing weapon swapping an ammo create a melee attack that works So far, I've got the running, walking, crouching and aiming done. First trick: using a basic UE4 FPS project and learning how to use the Blueprint system in UE. This makes my life five times easier due to my memory of C++ being terrible. I'm going to need to repair my computer and get this laptop I'm currently using UE4. That's right, the running and crouching were put in before my machine decided to flip me the middle finger before the motherboard decided to scream for a new battery. Oh boy, I'm looking f

It's been a while...

It's been about a month or so since I've updated here. No, I'm not dead. Currently, I've been assigning my personal resources to build a new game, and thus have not been building any one month builds. Progress with this next project is coming along quite well... Minus some issues here and there. So let's talk about "Project Mech"shall we? Project Mech is an extension from a prior prototype that I've built which was designed around the hacking mini-game from Nier:Automata. Inside this game, you play in a mech shooting up aliens that are hell bent on destroying you. Yes, small story premise, but the story of this game is supposed to be simple and corny so I can experiment with game-play instead. Ideally, I'd like to experiment more with video game narrative, though that is a different long form project. This project will NOT support building a controller, though I'd like to implement that some other time. I'll add some screenshots later

Bits and Glitches: Launched!

Bits and Glitches will be released by the time this post is up. I wanted to make more work with this game, but distraction is a problem I have. I managed to make a small game including attacking as well as some movement around the area. In order to play the game, you need to have python 3.6 on your computer. For PC users: Open up PowerTerminal (I think you can do this in Console) Make sure are in the path where the file is located. Start it up using python bitsandglitches.py For everyone else, I'm sorry I can't help you. Some key words: Examine, Attack, Open Link is  Here .

Bits and glitches: World building in a month

Like the title says, for a one month text based game, it's not super easy. Sorry for the delay, I've been a tad bit busy job hunting and coding. I won't give away what is happening in this small text based game, though I will try to convey that there is a loose plot. Most of the base interactions are in and ready. Nothing more will be talked about until Thursday/Friday/

Bits and glitches: Rooms, exploration and command

So this week, I've built some new rooms and added codes for going about exploration and combat. After a bit of tinkering, I've got it nailed down to key words for certain actions. Example: Go north to go north. Initially, it was flawed. I would look at the string as a whole, rather then looking for keywords It looked something list this: if stageAction == f"Go North" :         print( "do action" ) what it now looks like is something like this: if f"go" in stageAction or f"Go" in stageAction:        if "north in stageAction or f"North" in stageAction:                  print("do action") This allows me to make better actions for movement and combat. Combat is kind of in the game right now with an "Attack" action. Next week, more rooms and I'll show a snippet of the game as it runs.

Bits and Glitches: So why the snake?

So, I'm answering an unanswered question: Why am I using Python and Debug to make a game and not something sensible like... say... Unity or Unreal. For a while I've been contemplating doing a project in a different engine, such as Godot or Unreal. It's not too much of a daunting task to take on these challenges. However, this is more of a language learning exercise rather then a gameplay exercise. THAT BEING SAID! I've implemented a few rooms and methods to get around. On top of this, I've placed a few commands in that aren't told to the player (let alone, I don't think they should be, but should be explored ). I'll have more cool things for you next week.