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Showing posts from May, 2018

This week in madness

No bad news this week, everything is now coming together. Enemies shoot, player shoots, score and lives happen. THE CORE EXISTS! DEATH CAN HAPPEN, ENEMIES BLOW UP! AND NOW I HAVE A BOSS MODELLED UP! Now some quick issues I had noticed while I coded away. For starter, bullets slowly moved up and eventually accelerated to the correct speed. This was due to the way Rigidbody.AddForce() works. This was eventually replaced with modifying the velocity for the rigidbody instead, making it the same speed all the way through the firing system. When making the enemy fire, I found one giant problem: What if the bullet collided with the an opposing bullet? Well, I decided to take a page out of Nier:Automata's book and made the collision of both bullets delete one another. Remember people, this game is out for free on the 10th of June... Here's hoping it works out.

major setbacks ahoy

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One week huh? Been a long time. Let's start with the good news first. Bullets are firing and I've fixed the collision issues. It turns out that when ever I use Transform.translate(); it like to ignore physics because object moving at fast speeds. Fix? Add Ridgidbody/Character Controller to it and use their movement code. Right about here, I'd  give you a screenshot of it working, but... This is the bad news part of the blog post. My computer's motherboard is throwing a hissy fit. Every time the graphics card throws a hissy fit, I have to unplug it and re-plug it in. This means I've not really had much time to develop it further, as I'm also looking to replace the whole thing. Once it is back up and running, I will send a few images and get the project further on the way. Also, an enemy was 3D modelled :D Told you so Quickly little update: Fixed the machine, all seems to be working

Starting tests: Space invaders game: Setting the rules

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Yep... Starting basic on this one. On the blog, I'm going to start each new one month build is going have an initial post laying down some basic rules. For this first game, I am going to attempt to make a game similar to Space invaders, Galaga and other shoot 'em ups in a similar vein. So, here are the rules: Player must be able to move left or right with limitation of screen size Press space to shoot Shooting an enemy kills it Killed enemy gives you points depending upon the enemy Enemies will shoot down at you on their own terms If you are hit, you lose a life Design one wave and a boss fight And just to spice things up a notch, let's add some bonus objectives in shall we? Bonus Round Add more waves Add Another boss Add pickups (new weapons, lives, etc) Add more weapons Add procedurally generated waves Leaderboard Add a customizable ship (points at the end of a round would be added into a gold like curreny to be spent on th

A quick introduction

I suppose you're wondering why I called this blog "Monthly Builds" and not "Musing in Game Design" or "Something not so generic sounding." Well, I fully intend to make small game concepts in one month, and then put them up here for downloading. That's right! Quick, short, small, 1 month build time games and just dump them up here for people to look at. Now: "Who am I?" Well, my is Theo and I like making games. I've already attained up a diploma in games development and a degree in animation from a local college and university respectively. So why start this blog? Well, I've been trying to hammer into the bigger ideas for games that I want to build. But at the end of the day, I've yet to build a prototype that is finished. So now, I'm creating myself a little challenge and I'll blog the progress here. Every Friday at about 6 pm AEST, I will launch a blog post detailing the workings of the game and on the 11th o