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Walking Towards The Sun

Tissue and Cough Drops

Posted by , 13 June 2011 - - - - - - · 326 views

I kept waking up groggy and annoyed. Almost like clock work, happening every 20 minutes or so. throw the covers aside and bear the bite of coldness. Wipe my eyes and try to make it to the bathroom without knocking the guitar over again. Probably three times already, The loud twang of it getting further out of tune. Atleast I didn't put my foot through it, like the last one.

Draining, constantly, having to blow my nose this often is getting frustrating. At this point, I'm wandering If I even want to try to go to sleep again. With my tissue in hand I let things go. Feel like I must of filled it up this time. But the odd disappointment happens again. As I look down all that there is half a cough drop. Perplexed, I'm off to bed, only to repeat this in twenty minutes.

When I finally did awake, It was merely two in the morning, and I still can't get that image out of my head. Starring at a yellow cough drop split in half. Seems like ever since the sun reach up here in the north. I've been having the hardest time sleeping through a whole nite. I'm plagued by weird dreams that keep me up.

Kylar's adventure

not much been going on with Kylar's adventure, atleast nothing spectacular. I'll post, some concept art I've been working on, by Saturday. I think I've flush out a decent draft, it'll take the player through 8-10 levels. I'm hoping to get a full list of art assets that will be needed for the game, give or take 10%.

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Atom Game Concept

I forget what got me thinking about this again, but I started thinking about this old concept I had. Though I could never think of how it would be exciting and not turn into repetitive moves just to win.

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Above is a super simple version of an atom. The idea of the game is a box full of electrons. You can manipulate these electrons to form atoms, and chemical reactions. Which would be used to take over territory or destroy the other players electrons. The idea is that an atom has four slots, each can have 0-2 electrons occupying them. Every atom/element has a pattern. Take the two patterns in the picture above. The left and right could be considered to type of elements, sodium and nitrate. When these elements are generated, they will always start with the same pattern.

The open slots, can be filled with other electrons though. if a single electron fills a slot and the element is no longer in it's own pattern, that electron is considered volatile. These will damage the atom, which might cause the atom to react based on what element it is. But if, the new pattern matches another element it could change into that element. So more and bigger elements can slowly upgrade to bigger and more useful types.

Atoms can be combine, like show in the bottom 2 pictures, notice that the slots fill up when put together, if the two side aren't a perfect match, then it won't combine.

I just keep picturing playing it in my head, and it's always seems like it would really fun. Though I think once you learned the best combos, you'd just spam those over and over again. So I'm trying to think of different ways to judge whose winning, or changes the way effects work. Maybe make them over time, so it's like a rock paper scissors thing. One player use's a gas element to fill an area with an flammable gas. You have the chance to use a counter element or focus else were. Or the opponent can use a fire reactive element to ignite the gas and damage you.

Maybe make every thing take two elements, So there is always a setup and a trigger. Exceptions, would need to be low damage trigger. Like a spark.

Well it's still a concept... maybe I'll try it again after this project is done.

Blacking out the Friction

Posted by , 01 June 2011 - - - - - - · 251 views

Wham!, Boom!, Kapow!, Slam!, ahh how life can just slap you around sometimes. It's so precious sometimes. Cute and cuddly little thing that life is, but if you forget to feed it, you got ploughin' Cujo on your hands. Loosing out on a lot of hours at work, but the bills keep coming. They seem to bring they're friends with them every time. Ofcourse along with it comes a dip in my motivation.

I told myself at the beginning of this project I wouldn't on any other projects until it was done. Stick to one idea and actually take it past the finish line. I've been hooked back on an old iphone game, and after beating once again. I've got the urge to mess around with the idea of making something similar so I can have more levels to play. It's been uplifting, just messing around with a simple layout in Photoshop, of how I would layout the game. Unfortunately this has been a distraction, and made my progress slow even further.

I've got the basic skeleton finished of how the story animations will integrate into the level. There is still a little bit, design wise that I still need to get past, to actually commit to the animation code though. I never really though about the story in detail. I kind of designed how I want to be able to to play the game, and all the features i wanted in it. But I never put too much thought into themes or why you're doing what you're doing in the game.

I started this project with the idea that it will focus 80% on game play, just like any other arcade game. Who knows why you're there protecting those cities, more like you're playing to win the level and this is how you got to do it. But I did want to have a reason for why you're doing what your doing, it's not completely about getting highscores. That's why I contrived the idea of using a simple rpgish story telling style. I could make it corny, funny and have little importance but to explain why you're there and why this thing is trying to destroy the world.

I originally, had this whole concept of a race of beings that were super advanced, but had one rule. No one was aloud to leave they're solar system in fear that another species would discover them. But you being the main character, and like all other main characters you don't follow the rules. Let alone you plagued by main-character-itis, with the worst symptom of all... curiosity. You take your favorite space ship and proceed to escape the solar system to explore the universe. Ofcourse your race can't let this happen so they send the army to capture you and bring you back, but unfortunately you do find other civilizations. They can't just let these people live now that they know aliens exist, so they proceed to try and destroy the planets and erase any evidence.

Again your main-character-itis sets in and another symptom... heroitis makes you feel obliged to save these planets. Which brings you to the main portion of the game, saving the cities fdrom the threats of your species.

So to derail once again, I'm revising my schedule, and pushing the story engine to next week. I'll be trying to put my writing skills to use and actually flushing out the story you just read, and planning the areas and themes I'll be using. Try to put some meaning behind why I'm designing things a certain way and if my story would be possible under the constraints I have put in place.

As always here's a couple musical suggestions, check out "Foster the People", very laid back but still kinda poppy and electronic. Not sure if they're irish too but "Two Door Cinema Club" is and they're another great band for some easy music, to listen to while coding.

Here's that layout I was working on, it has nothing to do with Kylar's Adventure, I just like to brag and show of.
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Until next time, keep coding... And keep 'er howlin'.

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