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Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - PoV's October Game
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PoV
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PostPosted: Sat Sep 25, 2010 10:20 am    Post subject: Development Log - PoV's October Game Reply with quote

I don't have a name for it, but I've started.

I'm digging in to code right now, but I did this blog post yesterday giving a taste of my agenda.

http://www.toonormal.com/2010/09/24/my-october-agenda/

In summary, I am making a "Single Screen" 2D platformer (multi-screen exploration), with a main character something like this:



I have crazy calculated plan for this (as in, I think I know how to make some good money from a simple game), but the immediate goal right now is to get platformer code up and working in my framework. Fun fun.

It starts on iOS (iPhone, iPod touch, iPad).
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Mike Kasprzak
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PoV
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PostPosted: Fri Oct 01, 2010 11:32 pm    Post subject: Reply with quote

Finally started. Ignore the terrain.



http://www.ludumdare.com/compo/2010/10/01/red-boxes-mean-ive-started/

Whee.
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Mike Kasprzak
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Bean
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PostPosted: Sat Oct 02, 2010 12:05 am    Post subject: Reply with quote

Oooo but the terrain looks good!

Ok ok, red boxes... mmmm red boxes.


-Bean
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PoV
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PostPosted: Sat Oct 02, 2010 12:16 am    Post subject: Reply with quote

I always seem to start with red on black (or dark red). :)

Some other early prototype shots:




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Mike Kasprzak
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PoV
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PostPosted: Sat Oct 02, 2010 1:11 pm    Post subject: Reply with quote

Not art, but tile properties. Real art will look better. These simply represent the effect of each tile.



Today's log can be found here:

http://www.ludumdare.com/compo/2010/10/02/pov-day-2-enchanted-editing/

Still working, but it's time to prep some din din.
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Mike Kasprzak
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PoV
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PostPosted: Sat Oct 02, 2010 4:53 pm    Post subject: Reply with quote


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Mike Kasprzak
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n29
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PostPosted: Sat Oct 02, 2010 4:54 pm    Post subject: Reply with quote

"My God, it's full of Red" - Commander Dave Bowman, 2001 A Space Odyssey.
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Ninkazu
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PostPosted: Mon Oct 04, 2010 4:45 am    Post subject: Reply with quote

The "my god" line actually comes from 2010.
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PoV
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PostPosted: Sat Oct 09, 2010 3:42 pm    Post subject: Reply with quote

Finally doing more work. Multiple rooms and multiple layers.



Log: http://www.ludumdare.com/compo/2010/10/09/pov-day-4-a-less-lame-day/

It's weird. I try to work on this during the week, but something always comes up. So instead, we're making weekend progress.
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Mike Kasprzak
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Sirocco
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PostPosted: Sat Oct 09, 2010 5:28 pm    Post subject: Reply with quote

Weekends are hit n' miss for me. Today I was supposed to work on Inimicus, but I did a bunch of collateral damage to my body while cutting down tree limbs, so I've been resting in the La-Z-Boy since ~3 P.M.

Tree limbs have magical properties in that they spontaneously grow 2x in size from the moment they are severed to the time they hit the ground. The little bastards don't look quite so enormous when they are still 18 feet above ground.

:(
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PoV
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PostPosted: Sun Oct 10, 2010 8:58 pm    Post subject: Reply with quote

Outlining mockup... also to judge scale:



Log: http://www.ludumdare.com/compo/2010/10/10/pov-day-5-very-short/
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Mike Kasprzak
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Sirocco
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PostPosted: Mon Oct 11, 2010 4:31 am    Post subject: Reply with quote

Looks cute even with placeholder textures. Out of curiosity, what would you use to get your outlines; a shader? Or is there a simpler way about that?
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PoV
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PostPosted: Mon Oct 11, 2010 11:36 am    Post subject: Reply with quote

Likely some simple geometry. Squares in corners (2 triangles), longer rectangles along each side (2 more triangles), possibly optimized so that a long stretch uses only a single rectangle (2 triangles).

So each room would require a simple preprocess: detect what edges to include in the outline drawing.

On my wishlist is adding dynamic physical objects to the game. In other words, draw something in tiles, and it can fall/be pushed over. Originally I was thinking I'd let the objects bend and deform, but if I did that, I'd have to skip the optimization step above (so the outline would trace properly). It could go either way. Completely solid (non squishy) might still be cool too.

That's unlikely by the end of the month though. This October game of mine I'm hoping to make in to a sort of "platformer sandbox". Whenever I'm in the mood to test/experiment with a new control scheme, I can make a new expansion for it, and give different unlocked items to the player (a-la metroidvania). The goal right now is to finish/define the core mechanics and get it out there as a "1.0".
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