Archive for the 'Log' Category

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Game 4, better framerates for the people

Flocking simulation, againI managed to get a slight framerate boost from the game, mostly by disabling the calculation of rules when they’re not needed. The game is coming along nicely, as usual it won’t really be the game I invisioned at first, but I think it might be fun. Next up is adding bodyguards, or cardinals, that guard the pope (the pink dot). The game will be done by tonight, and i’m really looking forward to getting to do the graphics.

Game 4

Flocking simulationA new week and a new game. The start of game 4 wich should’ve been last friday was a bit delayed for personal reasons, but after working a few hours this weekend i’m back on track. The new words are pope and traffic jam. My plan was to make a “god game” where you help the pope in his neat car navigate through a mass of people, cars or something.
I did some reading up on flocking behaviour because I figured that’d be a nice emergent system much like the springs/IK stuff I’ve used in previous games. Pretty soon I found Boids. A very neat way of simulating flock/school behaviour, i also found some pseudocode wich greatly helped in implementing the technique in flash.

However there is a problem, it’s too slow for what I originally inteded to use it for. I barely get 25fps with pink box graphics and 20 boids flying around. I wanted alot more.
I did manage to push the fps a bit by using various optimizing techniques, but it’s still not fast enough. I think I might be able to get it a bit faster, but my original idea of a car traveling through tons of people won’t be doable anyways.

I might do a spin on angry muslims chasing the pope, a bit of politics in your games makes for interesting results.

Game 3, a slight delay

Game 3, in developmentWhew. It’s late and i’ve spent way too long fiddling with this game. The words I chose this time were radiation therapy and trespass. A bit of a wierd combination, and I had some trouble coming up with a good idea for it. Eventually I decided to go for a surgery-style game, where you build and control a robotic arm to “tresspass” into a tumour and radiate it.
However, earlier today I realized it wasn’t going to be fun, atleast not in the timeframe I had. So a i started a major revamp of the idea, reusing the robot arm, but this time for mimicing radiation patterns. I’ll finish of the game tomorrow morning (although it’s really too late).
The screenshot is of the surgery version.

Game 2

Game 2, under developmentA new day and a new game. Yesterday I started working on a new game, the words I chose this time around were swamp and secret. The idea I had from that was to drive one of those swamp boats around and be generally secret. But that seemed like too much of a racing game and not very interesting.
So I decided the steering of the boat would be broken, and the player needs to use a rope to latch on to nearby poles and trees to steer the boat.
This game, just like the last one will use techniques from this tutorial, as implemented most excellently here.

Game 1, continued

Game 1 a little bit further in development.The first game is coming along nicely, though I had to take most of the day off for a pleasant visit to the dentists, I feel I’ve made up for lost time (it’s 2am now) by now. I changed the inverse kinematics thing i found for another one, this time with gravity implemented, the inertia still doesn’t affect the ship, but atleast the gravity works properly.
Tomorrow i’ll do the actual gameplay, and will hopefully have a somewhat finished game by the end of the day.

Game 1

Game 1 under developmentToday I started working on my first proper game, the last one was more of a practice run. The keywords I’ve chosen are forest and moonlanding I’ve spent the morning looking into some inverse kinematic demos, and pretty much decided that they’re super awesome and are going into the game. But, a rather advanced physics simulation thingie as they are, thery’re a bit hard for my mere human brain to understand so the implementation’s a bit dodgy still.
Tomorrow I’ll flesh out the concept further, maybe decide on a control-scheme and add some purty graphics.