April 12, 2009
I’m going to call my thrid practice run a dud. I kind of regret it, but I think I need it. I need a break. I’m starting to get really stressed out, and I don’t like it.
I don’t know why I get to stressed out about PyWeek. It should be fun, but I always get really frazzled. It’s really hard for me to describe, but I feel like I’m looking like a big twit if I don’t finish with a great game by the deadline. I can’t bear the thought of failing.
I’m still going to compete, but I really need a break. I need to finish my homework (Which has been piling up rapidly), I need to work off the clock for a while, and I need to relax.
I wish I could stop taking this so seriously…
April 9, 2009
My third practice run began yesterday. I woke up this morning at two AM.
I feel great. This is what I needed.
Anyway, the theme for my third practice run is construction.
I’ll have details posted later today. Right now I need to get to work.
April 4, 2009
I plan to get my entity and level code done today.
I’m also considering engaging in another game project during my breaks from the practice game, but I don’t have anything concrete yet.
I’m also planning on making an overworld map for the game, so the player can move between levels using it. I’m not sure whether I can get enough levels made for it by the end of the practice run, but I think I can manage it.
I’m getting somewhat excited, because I think I can get this done in time. I’ve greatly simplified the design of the game, nailing the game’s objects down to the following:
- The Player
- One enemy type (“Yetis”)
- Six Items (Coins, Health Powerups, Warmth Powerups, and three types of food)
- Three types of terrain (Ice, Snow, and Stone)
- The Level Goal (A signpost at the end of each level)
With the plans narrowed down this far, it shouldn’t be too much of a problem to get this done.
I may wind up revising my plans for what to do when, but some early mornings should help that rigth along.
My current plan is to have twenty (short) levels on a single map.
I’m not sure whether I’ll really be working on this once PyWeek is over, though. I’m not overly enthused about the idea behind it.
Ah well, it’s been fun so far finding ways to simplify my code. I’ve found lots of way to make things simpler, especially by separating things into different classes. 🙂
Anyway, I should get back to work.
April 3, 2009
The plan for my second practice run is as follows:
- Friday: Image loading boilerplate
- Saturday: Entity and terrain boilerplates
- Sunday: Image Making and AI
- Monday: Main Loop and Level Loader code
- Tuesday: Menus and debugging
- Wednesday: Blue Sky 😀
That’s the plan, anyway.
April 2, 2009
I’m currently trying to nail down the actual design of my game.
The core concept is that the player is a snake that can manipulate things with their tail.
I’m trying to decide how to implement that.
I was originally going to make a super-rich simulation, but now I’m thinking I’ll just do it simply, which is probably a better idea. Instead of being able to fully control their tail, the player will simply be able to grab at things with it. It’s a side-scrolling game, so that should be sufficient.
The theme is “Running on Ice”, which was chosen from a group of five by a group of my friends. I am implementing the theme by setting the game in northern Quebec, and making the temperature a gameplay element. (IE:If the player gets too cold, being a reptile, they will collapse)
I’m going to stop typing now and get to work! XD
April 2, 2009
I’m having second thoughts about my engine.
I don’t think it’s practical. I think maybe my efforts would be better spent on building a working engine than getting caught up in a HURD-esque scenario of chasing a “superior” system that winds up becoming more and more of a monstrosity as it develops.
In that vein, I’m going to be changing strategies.
I may scrap my XML-based system as well, but I’m not sure yet.
I think I’d be better off just making the bloody game instead of over-engineering, which is becoming more and more of a problem for me.
That said, I’m kind of sad to see the XML system for what it is, but I think it’s best that I leave it be and focus on building a working game.
Whew, I feel better. It’s good not having that all on my shoulders. I’ve been too overzealous lately, and need to scale back. I’ll be continuing my second practice run, though, but I’m going to scale it back. 🙂
The XML system would have taken at least a month to develop, anyway, heh. XD
With that, I’m going to get to work on my main loop, get something that I can test, and maybe post the results a bit later. ^_^
April 2, 2009
Yes, it’s one twenty AM here in Michigan, at least according to my lappy’s clock.
I’m gonna get a cup of coffee and work on my XML parser.
Mmm… Parser… 😀
I’ve got a test image, too, but I haven’t tested it just yet, because I don’t have a parser.
My images are coded in a de-facto method of storing bitmaps in XML that allows the parser, or rather the code the parser with feeding the image into to decide the actual colors in the image at runtime, with multiple sets of default colors defined in the image’s tags.
In short: This game’s gonna be real cool 😀