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Showing posts from July, 2018

Glitched: How much of a mess can I not make?

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Another week huh? Time does fly. I've had to roll the version of Unity I was using back as the new version mysteriously corrupted when trying to talk to Visual Studio. I tried to fix the issue by moving my IDE over to Atom in the hopes that it would fix some problems. Sadly, it made things slightly worse due to a lack of intelliSense for Unity. Once I was back in action the code flowed quite seamlessly. The end system (killing the boss) is currently in position to begin testing. So far all tests are going well as the game win state! A testing environment One of the things I'm contemplating is how many lives the player has or should I just limit it to one life. Here are the potential side effects: Makes the game a bit easier considering the bullet hell side of the game would make it a bit too easy on the player. It could make the feel of the game become to... simple If I go for the one life or reset the effects are: Heightened tension and difficulty at the star

Glitched - Week two, and bugs are a fun

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So, one week in and everything is going quite well. Within an hour from project start time, the camera and player controls were in place and it was on to shooting. Some of the issues that came about came from... this: This did not go as planned Now... It's not what it seems. Due to a bug in the movement for the bullets, I would end up stacking bullets on top of bullets. These bullets could push the player up into the air. So the image is from when I held the Fire button before I put time delay on firing. Side note: that's now in. Another bug, or foolish notation of code on my behalf, did not give the bullets the directional data it required. That, after a few reference points of code, was quickly fixed. Targets to shoot are in the game, as well as the bullet's destruction upon hitting said targets. Success, I guess? Next week, enemies, level clearing and hopefully a test video for everyone to view. Stay tuned!

Glitched - One Month Build

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Now, on the Tuesday launch post for Puzzling, I left a hint regarding this month's build. Any guess? Vast open world? Reactive combat? Highly attractive android ladies? A plot that asks philosophical questions and even utilise some key figures in the history of philosophy (I'm looking at you Pascal).  No, I'm looking at this the hacking mini game. Image pulled from Kotaku, Nier Automata is owned by Square Enix and developed in co-operation with Platinum Games So, once again here come the rules: The game must allow the player to aim with the mouse The levels must contain an end target to be destroyed There must be initial enemies to fight and or blocks that must be destroyed Bonus round time! This time, I'm going to put them in desire order Controller support More then one level Some more bullet hell style levels A second fire ability? Endless mode (That's right, more then just levels)

Puzzling: I can't make good puzzles

Hello! This is the launch post for Puzz ling (hah... and I thought I would make something brilliant) and what do you know? I can't make good puzzles as evidenced here . Well... This is on me to some degree, as my lack of progress could be attributed to my lack of time spent developing on it. But, looking for part/full time employment and starting up makes life a bit harder. But, I will say this, it was challenging to create something that I wanted. Hidden in the code is a timed button, and I wanted to make a level segment that allowed the use of it matched with the buttons. Did that happen? not so much. As I'm typing this, I have a friend of mine in discord who's doing some test work to make sure there are less bugs. Hopefully, I can utilise automated testing to iron out these bugs at leave less issues to the manual testing. For the next game, as I might as well drop a hint to those who don't know me in real life, I'll give you one hint: Nier Automata. Stay tuned fo

Puzzling, the timer run thin

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Why hello all, Another week has come and gone where development has been somewhat slow. In this week, the last Parts are in place. The door is animated to open and close under the conditions required. The completion condition also works as well! Huzzah! So now, the last few days will be dedicated to building up a level, working on lighting, and getting a main menu done with basic controls to be displayed on the screen. Remember, 10th of July will see the small game jam know as Puzzling released. Here is hoping that the level/(s) work well enough. That also means, this upcoming Friday will be the next idea for development!