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SteelGolem's JournalBy SteelGolem      
SG's FFA Playthroughs
44 episodes, 1 tips&tricks
last updated 2007-11-05

Tuesday, September 25, 2007
playing zelda OoT/MM, finally getting somewhere in MM. gf's taking pics of her dolls for a contest, its good to finally see her getting some stuff done. i might be borderline depressed. the only solution i can think of right now is to get a second computer so i can feel ok sitting on it for some code. like that's gonna happen when all of my cash goes into barely making the bills, and she hasn't been working for a month and noone will call her post-interview. i guess this is one of those challenges that'll make or break. i'm breaking.

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Thursday, September 20, 2007
i've been trying to keep my whining down to a minimum, but i figured i'd at least get a post in so the rest of the month isn't blank.

there's this contest for an xbox360 that i want to make an entry for. the goal is to make a fun sidescroller without using copywritten material; basically come up with your own characters and story. its supposed to be one decently-sized level with a boss at the end. the time limit is one month, from sept15 to oct15.

the first thing i did was try and come up with a loose schedule. i think it's going to be as follows..

sept.15 - sept.21: game design
sept.22 - sept.28: main coding
sept.29 - oct..05: asset creation
oct..06 - oct..15: debugging and cleanup

like i said, its a loose sched. by this, i'm supposed to have the game designed from start to finish by tomorrow midnight. i've got my concept, and i suppose its possible to get there from here, but yesterday was my gf's birthday and we went to her parents until 10 and i got sick so we couldn't finish the night off right. so i've got to make up for that today with extra gf duties. which screws the schedule worse. sigh..

ideally i'll do up concept sketches of the enemies and level tonight, along with something on the player character and how it interacts with stuff. the focus of this game isn't so much the uniqueness of the genre, because it isn't going to be much more than a jump'n'bump. four weeks isn't enough time to build anything more complicated, in my mind. instead of coming up with something more interesting, i figured i'd better stick to the status quo and focus on the art. i've been wanting a chance to do some drawing lately anyways.

[ed: next post should be about which ideas i'm NOT going to do]

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Thursday, September 13, 2007
THIS IS SPARTA!!



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madness continues...



i was so excited to have a bazillion Darknuts hacking away at the air that i just had to post about it. the source is getting nasty to look at now, though. i'm probably going to have to take some time real soon to clean it up. apparently i forgot to change the label on the spawn button, too.

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Wednesday, September 12, 2007
screenshot:



armor drops now. there's a 33.3% chance of each of the 3 drops. it would make more sense for a weight like [potion:50%|sword:25%|armor:25%] but who cares right now. i took some damage to get that one, but the next hit will do i think 1 damage, if the darknut's attack is 80. damage = attack - defense, but can be no less than 1.

if you die somehow, you have to push the re-init button that appears, and all of the scores are reset. i wasn't expecting that behavior, but i was happy to see it happen. it feels a little more like a game now. it's still got a ways to go though.

next i'm going to change the InitDarknut function to SpawnDarknut and have a more than one of the buggers swinging away. not sure about after that. i have a decent todo list now, so i can keep myself busy with this for a bit longer before i come up against any walls.

till next time!

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Tuesday, September 11, 2007
screeny:



Darknuts' dropping swords now. Each sword drop has an attack value of 0-127, generated at random. If the sword you try to pick up has a better attack than what you've got, it pumps you up to that score.

I'm also showing damage scores now. Yeah, I'm using Label controls. Yeah, I know. Leave me alone. I'm just trying to get things on the go as quickly as possible. Next I'll add armor drops and do up a dirty [(att-def)<1?1:att-def] equation for armor; I don't actually have anything to do with armor in yet.

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Sunday, September 9, 2007
clinging to the last strands of his sanity, the steelgolem finally updates with.. unlimited potions onscreen!



tease if you must. this was pretty simple. i gotta do something a little more fundamental to gameplay than stuff like this. also, plx don't ask 4 sauce? i'm rather ashamed of it.

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Tuesday, September 4, 2007
yeah, if you're bored sometime, download and play (watch) sumotori dreams. its retarded. if you want the secret mode, on the main menu chuck blocks into the 2nd rightmost gap between the poles behind the signs. i think thats the most fun. again, thanks viridian!

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i might hold off on this until i can afford a $60can tv-in usb thing. i've got a script-ish thing almost ready to roll and i don't need anything more than what i've got.. but there isn't really a whole lot of substance to what i have, so i'll at least wait until there's something worth doing there.

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