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Scoring System Design

Scoring System Design

One of the most important aspects in a shoot ’em up is certainly score. Being somewhat a niche of a genre, it has a clear competitive edge among its players. It certainly lacks fulfillment in terms of engaging story, but the adrenaline rush in combination with the goal of attaining higher and higher scores or even being on the top of the leaderboard is something really hard to beat and is specific to the genre. With that in mind, a…

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Playing with lights

Playing with lights

Every now and then you have to change your routine to avoid boredom and relax. So, i started playing around with light to add some depths. Looking good so far!

Spawning System Overhaul and overcoming the obstacle of enemy pattern making

Spawning System Overhaul and overcoming the obstacle of enemy pattern making

The Grid Wow, it’s been a while, but things are moving forward slowly but surely! I’ve been busy with lots of coding and programming enemies and i encountered some difficulties in proper positioning. On the image below you can find how the spawn points looked (5 spheres on each side) and how they look now (the red X signs) Obviously, it offers much more in terms of positioning. More than a year ago, when i first started working on a…

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Backgrounds work

Backgrounds work

I bought this little fella (http://www.wacom.com/en-br/products/pen-tablets/one-wacom-m) a while ago but i never found time to play around with it. This weekend was very hot so i was mostly home and i’ve drawn a background for the game, hope you dig it. Took me a few hours.

7 ways to avoid burnout

7 ways to avoid burnout

Burn-out, in shortest possible, is a state of physical and mental exhaustion. Is is caused by too much work and stress, and not enough rest and sleep. It can lead to severe health problems, with the smallest one being clinical depression. Apparently, it is very common in game development professions. I started working on Rick Henderson And The Artifact Of Gods a year and a half ago. First, everything was going fine. Fueled by passion and motivation, i stayed late many…

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Dev Log #4

Dev Log #4

The Anatomy Of A Roguelike Endless Mode Endless Mode, for now, will be the backbone of the game. I don’t much like the term, but let’s call it Roguelike. For those not unacquainted with the term, it’s pretty simple. The basics of roguelike games are permadeath (which means you start all over when you die) and procedurally generated levels. Procedural is basically a fancy catch-phrase for controlled random. It means that the levels are made by parametrized procedures that keep the random…

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Dev Log #3

Dev Log #3

Intro Turns out that thing aren’t always simple as they seem at first glance. I spent more time than planned on overhauling the weapon pickup and replacement system i wrote about in the previous dev log. Apparently, despite the system being laid out well, there were some hurdles that appeared. First of all, the weapon switching system that was meant to be extremely basic and function by simply activating and deactivating children objects (weapon objects with firing FSMs) on the gunpoint…

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Dev Log #2

Dev Log #2

It’s been almost two weeks and i’ve been very busy with my day job so i didn’t manage to spare too much time for game, but i finally finished (for me) a very complicated thing – upgrade and weapon switching system. Player starts out with one weapon. During the game he can pickup a variety of weapons from destroyed cargo ships. The first time he picks up a weapon, it is added as a second weapon, and player can switch…

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Dev Log #1

Dev Log #1

To keep the track of the work done, motivate myself and keep people interested, it’s time to start a Dev Blog. Here’s the first one for the work done in the last few days, enjoy. Design of the Swarm Missiles weapon. Basically (as the name says) it launches a swarm of small missiles from the player ship and every one of them tracks random enemy. It may require an overhaul to make them more random with some sort of unnecessary…

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