Okay day 2 on this project. I got further than what I was expecting to today, the first even of today was I ditched flex, I got frustrated trying to implement a scrolling system, so I went back to my good friend pygame that has yet to let me down, which kind of sucks as this isn't going to be a web game, but I read on Digg today that a
Javascript implementation of Processing has been released, so if there's time at the end of the project, I may try porting it to this implementation of Processing.
So development wise, level and enemy loading done, and then worked on the level interaction, then after that got the player <-> enemy interaction working, along with some simplistic AI with a test level. Since my tester wasn't ready yet, I decided to work on the graphics, and decided to go for a hand drawn style of artwork, which ended up looking like this:

Also as you may have noticed my brother and I came up for a name for the game and a theme. I've implemented a game over screen as well, but still no intro or ending screens. Getting it playable early did help a bit, as currently the game is ridiculously easy, as the enemies only attack when aggravated the game persists of aggravated as much as you can take, then resting up until your health is full, then repeating. Talking with brandonman of
herges games he came up with the idea of having an AI that'll wander around the castle, rather than AI that just pursues when aggravated, so I think I'll be adding that tomorrow. Bugs seem to be few, the only ones that really showed up so far is the monsters sometimes occupy the same space, so sometimes they cannot be seen, so you die unexpectedly and the keyboard key repeat is sometimes off, but that may be an issue with the library, so I'll have to look into it.
So Tool update:
- Adobe Flex - was removed as the flash display model wasn't optimal to with for my current knowledge and skill set
- The GIMP - used it to darken my artwork as when I scanned it, it came out very lightly(I darkened it by adding a black layer over top and setting the mode of the layer to overlay).
- EedokGameObject - it's kind of my mini engine, I made it for use in contests and it was first used in Cheese Run. It's pretty much a run of the mill basic boilerplate code that all my games use, nothing fancy or very optimized. I did modify it for this project though, to use an event driven loop, rather than one that tries to go 60 fps, since there's no animation in this game.
Code count:
- convert.py - 15 lines
- underwe42.py - 159 lines
- ego.py - 121 lines
- total - 295 lines
Current assets:
- 6 images - walkable tile, non-walkable tile, player sprite, enemy sprite, boss sprite, icon
So here's my goals for tomorrow:
- Fix overlapping monster bug
- Add in wandering monsters
- Add in a filler winning screen
- Add in a filler intro screen
- Hack away at keyboard repeat bug
- Code Review
for anyone wonder I've
uploaded my progress so far(requires pygame to play, and for now I know only works on windows).
So my next update should be at the same bat time, and the same bat place.
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