Tuesday, 18 October 2011

Updates (on everything)

This blog's been lying dormant without update for too long. I keep telling myself I'll update it, then I write a few words, can't think what to write next, and scrap it. So this time I'm going to definitley post something. How about I tell you all the things I've been doing?

Flash games

So, over the past few weeks me and Artyom Levashov have been working on this flash game, which is coming along a lot better right now. I coded it, and he did the graphics. We came up with the idea pretty much on the spot when we were given the theme. (matching)


(click image to play)

The rules are that you have to click two bombs of the same colour on the same row. They have to be as far apart from eachother as they can, to score more bombs in one move. Basically, inverted Bejewelled (close to eachother) was where I got the idea from, and we went from there.

Right now there's no score, or timer (as planned for the final version)

I actually prepared for making it by coding the whole thing in Blitz 3D before starting in flash, because it allowed me to work in a language I'm more familiar with before moving onto one I'm not. I had the Blitz code open in a tab while I made the flash version (which you see there), in order to make sure they matched up in behaviour. The blitz version in full is here. (uncommented, I'm afraid, because I never comment stuff) You can read .bbs in notepad.

Trying to build a prison

Sorry. I say "trying to build a prison" every time I talk about this game, and I keep doing it just to reference a System of a Down song from ten years ago and possibly drive everyone crazy in the process. I'll... Stop now.

Me and Nicola Mizon, Tom White, Dominic Noble and Jason Mallett have been working on a game on the theme of "independence". We... Didn't quite nail the theme, but we did manage to get an idea for a game that was extremely nuts and it's too late to go back now. I don't really want to anyway, because this game sounds like it could be very special indeed if executed correctly. Right now we're still only just starting out, but the basics of the engine and graphics are there, and it shouldn't take too long for us all to flesh them out.

It follows a prisoner who dreams of escaping his prison cell. Throughout the dream, he goes through five levels (we got one each to design), and eventually the dream ends, somehow.

I was given the final level, the courtyard, to do. I made it a climactic showdown with the police (who, in this dream, are giant rats in clothes) and eventually climbing a prison wall to escape. At first, I thought we weren't going to be able to do it, but after discussing, it turned out we had the ability to include this level as well as all the others. There's some pretty mental levels in this, I'm interested to see if we can pull it off, or look like idiots when we discover we've bitten off more than we can chew. Watch this space!


As well as this, I did the storyboard for the opening cutscene. It was a pretty simple scene, but it was hard to set the mood up just right, as it had to really show a lot of information about that character and setting.


Do I think I can code a game this large? We've got a lot of time to do it, but I know if I'm not careful I'll put my Flash projects (we've got to do one every four weeks) in front of it due to their short-term nature, so I'll definitley have to set aside time for this if it's going to approach anything resembling quality.

What about the readings you've been doing?

I'll put the readings in their own blog posts upcoming. 



What about your UDK mod/level?

We're just coming out of the design document stage and we'll soon be in the greyboxing stage when we've worked the details out. I admit this sounds slow, but we're moving on at a steadier pace now.

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