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Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - Errro 2: Outer Space Page 1, 2, 3, 4, 5  Next
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mikedoty
Developer

Joined: 18 Mar 2006
Posts: 1788

PostPosted: Thu Dec 30, 2010 8:31 pm    Post subject: Development Log - Errro 2: Outer Space Reply with quote

Project:
Errro 2: Outer Space

Genre:
Puzzle/Platformer/Evil

Development Began:
December 2010

Target Releaes Date:
Q1 2011

Development Log Format:
-> (Video Clip) -> (Developer Diary) -> (Screenshot Teaser) ->

Introductory Summary:

Development on this project is going very well. I've been coding this from the ground up; code carryover from the original Errro is very minimal. Most of the same game rules (e.g. screen-wrapping) will remain consistent in Errro 2. Some of the objects (e.g. errro blocks) will return in Errro 2, but many will not. The sequel will instead introduce a variety of new, more interesting objects.

This is a deliberate tease at the moment.

Coming soon:
Anatomy of a Level.
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Sirocco
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PostPosted: Fri Dec 31, 2010 7:44 am    Post subject: Reply with quote

Super Errro Galaxy?
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mikedoty
Developer

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PostPosted: Fri Dec 31, 2010 9:46 pm    Post subject: Reply with quote

Anatomy of a Level - Part 1 (6:25)



In case I didn't steal the youtube embed code properly:
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Sirocco
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PostPosted: Sat Jan 01, 2011 7:37 am    Post subject: Reply with quote

That's a nice editor you've got there...
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mikedoty
Developer

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PostPosted: Sat Jan 01, 2011 8:00 pm    Post subject: Reply with quote

I spent a fair amount of time cleaning up the menu system today. I'll show that off pretty soon; it's great. I was ironing out a few kinks, basically.

You can see from the previous video that the editor has pretty much full functionality now. I've done my best to lay everything out in an accessible fashion and to make everything look ritzy.

A couple of days ago I added the rounded corner support to my old GUI code. How much of a difference it made aesthetically truly surprised me. I think it looks pretty slick now. I just created a pair of images: one for the border and one for the fill. I render those images at the four corners (with appropriate mirror/rotation settings) and then fill in the rest with colored rectangles.

The modal dialog message system is very handy as well. Any time I want to show the user a message ("You can't put two players on the map") or prompt them to make a decision ("Are you sure you want to reset the map?"), I just call a show_modal_message function and let it do its thing. In the case of a yes/no situation, I optionally specify on_yes / on_no handlers (e.g. on_yes = reset_map).

Here's a little teaser screenshot. I'll let you try to decide what the bomb is for.


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mikedoty
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PostPosted: Sun Jan 02, 2011 8:29 pm    Post subject: Reply with quote

For your viewing pleasure...



In case I didn't steal the youtube embed code properly:
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The end of the game, yes, is pretty much getting the weapon and killing off the population.
mashup games . com | Finally! - A Lode Runner Story
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Sirocco
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PostPosted: Mon Jan 03, 2011 9:26 am    Post subject: Reply with quote

That looks pretty good. I believe (and you have to understand my memory is horrible about these things!) this is the first puzzle-platformer I've been really interested in since Mokona's Hex-a-hop was released. Apologies to anyone else's puzzle-platformer I may have played and forgotten about ^__^
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xearthianx
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PostPosted: Mon Jan 03, 2011 9:47 am    Post subject: Reply with quote

That is a really slick gui you've got there. The slide-in growl messages and the rotate-in menu really give it a modern feel while still being true to the oldskool aesthetic.
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sonrisu
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PostPosted: Mon Jan 03, 2011 9:56 am    Post subject: Reply with quote

I love the death animation. :] Needs more scrolling though
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PoV
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PostPosted: Mon Jan 03, 2011 10:31 am    Post subject: Reply with quote

sonrisu wrote:
Needs more scrolling though

It's a game where you come out the sides! ;)
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Mike Kasprzak
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mikedoty
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PostPosted: Mon Jan 03, 2011 8:59 pm    Post subject: Reply with quote

Scrolling. That's a temping idea. Maybe some day. :)

Today I spent more time than I should have getting the background tracks to loop sequentially. I was using the wrong library module to process these ~1MB files; I wanted to use the one that streams the audio files, as opposed to the one that loads them all-at-once and was causing a hiccup in the game every so often. Oops!

I also worked on some other cool stuff that you'll see more about probably later this week. It was ... a little challenging, but I finally got everything sorted. I took care of a couple of other little gameplay errors in the meantime.

For tonight, here's a screenshot of a new level. Tomorrow, I'll reveal one of the new gameplay mechanics.


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mikedoty
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PostPosted: Tue Jan 04, 2011 9:20 pm    Post subject: Reply with quote

For your viewing insanity...



In case I didn't steal the youtube embed code properly:
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sonrisu
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PostPosted: Wed Jan 05, 2011 8:10 am    Post subject: Reply with quote

Why did the guy die in the end?
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mikedoty
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PostPosted: Wed Jan 05, 2011 10:33 am    Post subject: Reply with quote

I accidentally made a move to the right, which took me into the spikes.
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The end of the game, yes, is pretty much getting the weapon and killing off the population.
mashup games . com | Finally! - A Lode Runner Story
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sonrisu
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PostPosted: Wed Jan 05, 2011 11:30 am    Post subject: Reply with quote

Even with a block in the way? That's unnecessary cruelty. :]
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mikedoty
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PostPosted: Wed Jan 05, 2011 11:32 am    Post subject: Reply with quote

Ha, unnecessary cruelty. Just wait a few days... :)
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mikedoty
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PostPosted: Wed Jan 05, 2011 9:23 pm    Post subject: Reply with quote

Today I began development on the actual levels for the game. I added a new object to the game this morning that will almost revolutionize how I design some of the levels. I hadn't planned on adding it, but it will really add to the game a lot.

I completed 4 levels today. I'm doing my best to start out with some easy levels. I know level 1 is easy... :P I want to introduce a new object or game mechanic and then give the players at least a couple of levels to experiment and start to grasp that object's/mechanic's workings before adding new complexities to their gameplay experience.

I also just discovered an infinite loop bug related to gravity and collision detection. It seems to involve two objects with opposiing gravity directions meeting (butting heads, so to speak). I'm going to have to take a look at it and see what I can do*. I'm glad I found it instead of someone else later on! ;)

No screenshots or videos today. Tomorrow I'll show you one of the scripted features of my game that is really making level design interesting for me. You'll like it, I promise. (Hope?)

*Edit - Yeah! Quick fix for the quick win!
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0xDB
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PostPosted: Thu Jan 06, 2011 3:25 am    Post subject: Reply with quote

I can already picture myself wasting many hours into playing this game, scratching my head over beyond-sane level architecture, trying to fold time and space to literally "think around the corners". Love what I see so far.
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Sirocco
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PostPosted: Thu Jan 06, 2011 5:26 am    Post subject: Reply with quote

Quote:

I want to introduce a new object or game mechanic and then give the players at least a couple of levels to experiment and start to grasp that object's/mechanic's workings before adding new complexities to their gameplay experience.


Yes! This is a great way to go about things. Carry on, please.
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mikedoty
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PostPosted: Thu Jan 06, 2011 10:20 pm    Post subject: Reply with quote

Everyone enjoys a good challenge...



In case I didn't steal the youtube embed code properly:

I've been fixing annoying bugs today. Most everything is in pretty good shape now, but I have a last, very strange bug I'm trying to take are of. I have finished 8 levels now, but I need to fix that last bug before I can fully test level 8 and continue onward from there. The levels are turning out very well, though.
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mikedoty
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PostPosted: Fri Jan 07, 2011 10:08 pm    Post subject: Reply with quote

I finished designing 4 new levels today, but a couple of them might need to be moved toward the mid-teen levels in terms of difficulty. I also need to test them a little more to make sure they're all ready to go.

I added a lot of functionality to some of the scripting stuff. Some things you just don't realize you'll want until you're making live levels. The latest addidtions should decrease overall development time.

The level-making process will begin to move a little bit faster as I stop having to pause and fix bugs / add functionality.
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The end of the game, yes, is pretty much getting the weapon and killing off the population.
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0xDB
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PostPosted: Sun Jan 09, 2011 2:18 pm    Post subject: Reply with quote

How many levels will there be?
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mikedoty
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PostPosted: Sun Jan 09, 2011 10:01 pm    Post subject: Reply with quote

I'm not positive, but I'm planning on having a fair number of them.

I've finished approximately 20 levels for the game as of this weekend's end. I have 3 others that I have finished designing, but I have not scripted and tested them yet.

Currently the code contains approximately 12627 underscores.

Here's a screenshot of one of the recent levels. Sometime this week we'll take a look at the game's menu system.


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0xDB
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PostPosted: Mon Jan 10, 2011 9:08 am    Post subject: Reply with quote

mikedoty wrote:
Currently the code contains approximately 12627 underscores.

The fact you admitted that freely without me having to ask is duly noted and might serve in your favor when the time cometh'!
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sonrisu
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PostPosted: Mon Jan 10, 2011 9:20 pm    Post subject: Reply with quote

That number sounds obscenely high. You must use one hell of a lot of underscores....
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