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# Blogs

## SlingBots - Turret Installations in Park, Improved Player Controls, Mini Map

Okay some new/improved things: Mini-Map!  Displays player location(direction arrow doesn't point in the "moving" direction yet though..), arena level locations(still just 1 atm) and turret locations. Turrets now pay out 20 rings on disable!  The good kind of feedback. There are now 10 turret installations in the park(in a circle around the hill for now) to keep the jump rings company.   These installations will be more "interactive" and "adaptable" in future builds.  But it makes freestyle play a little more entertaining as is. I've also done some more player control tuning and have locked a few axes out of the physics simulation, this has eliminated the left/right drifting on straight thrust.  It's also made the player even more accurate to steer and aim.  You might still find yourself slightly airborne when you cross a terrain mesh seam(invisible) but they shouldn't cause you to spin out of control anymore, just a random vertical bump..  Still trying to figure out how this is happening.. haha. Can somebody let me know if the NPCs in the race courses are too easy to beat?  I am not challenged by them in the least anymore...  lol  Some of that might have to do with improved control accuracy and easier flight too.   Thanks again to all the folks who have given me feedback so far, it's beyond invaluable!! SlingBot Boarding v0.4.1: https://www.kongregate.com/games/WilliamOlyOlson/slingbot-boarding

## Automatic Doors / Travelling with Key Cards

We've turned the door to the escape pod into an automatic door. When the player enters the collider of the escape pod doors, the doors will open using an animation. Similarly, when the player exits the doors' collider, they will close with a closing animation. Only the player can activate the doors, no other objects. The script for this action is similar to the script that triggers the elevator animations. Another script was made that parents a key card to the player once the player picks the key card up. The key card will stop being a child of the player once the player releases the key card. This enables the key card to travel through different scenes with the player.   - Kristen

## Dungeon Crawler Challenge - Update 3

A variety of things worked on over the past week. I've done some work to get the PC able to jump. The idea I'm thinking of is that there'd be palces with breaks in the floor you'd have to jump accross. I'm thinking of tieing that to the equipment weight you're carrying and decreasing the length of the jump, so maybe a bit of planning would be needed. For that to be meaningful though, I really need to work on what kind of equipment will be in the game. As it is now, you die if you jump off the floor into the "swamp". Having the little splash animation from Frogger was kinda handy there.   More noticably though I was playing around with the sprites and ended up turning my human into a rectangle with feet. I kinda like the way it looks so I'm thinking of going with it. I'm hoping that the style will allow for simpler equipment and enemy sprites like my "torch" in the screenshot below that looks suspiciously like a simple red rock. The floor tiles also changed a bit and there's a couple tile transitions that need fixing up like the one south of the PC in the screenshot. I had some basic clothes for the human sprite I was using before. Other than the hats, they don't work for the rectangle so I'm pretty much at a place where I have to be spending time working on clothes, armor, weapons, and any other stuff I can hopefully get into the game. Lots of fun to look forward to aligning where sprites join together. The screenshot doesn't really show much of what all I have done. I'm hoping to get a video of some kind put together over the weekend.

## GameDev - Dungeon Crawler Challenge - Part 2

I didn't have too much time today, but I managed to sculpt out some fixes to the upper and lower parts of the arms yesterday. I'm not going to make anything look "perfect" or put a lot of time in correctness considering the camera view will be a Diablo style view, and you wont really notice it. I also finished the Helm, Chainmail Chest Armor, Sword, Shield, and even added on some cloth. There will be two goblin skins as well. NOTE: Some color reflections are due to the HDRi map on reflective materials.   I was going to make custom eyes, but I'm just going to keep them black as the camera view wouldn't make that much of a difference in putting details into them. Creating assets without a base mesh can be a big pain in the butt... The Goblin itself could still use a lot of work, but my entire approach to these challenges is to create the models from scratch without pre-existing bases as I would normally do in other work. I still need to make a chest, key, health pots, gold coins, GUI, environment textures, and the basic rooms. My next update will have a room concept with a fully textured room, and propped goblins. I still need to Rig and animate these meshes, and I'll do that after my next update. Thanks for reading!

## SlingBots - First Playable Arena Level & The SuperLoop!

Okay, so major notable changes/updates in this build(mostly untested): Revamped player steering and lots of tweaks to the way the player interacts with surfaces in the game.  As a side effect you can now almost fly endlessly(with airBoost Fuel) by tapping the flip back button and keeping the board straight.   hehe, I'm gonna need to add an Altimeter and revamp the records section a bit after this.. Revamped NPC steering, should prove more reliable and less twitchy. Introduction of System Damage, damage that occurs as the result of explosions(mostly turret snowballs, your own do a little damage but not enough to accumulate). Arena levels, the first playable level featuring 10 pretty hard to defeat turrets firing explosive(on contact with the player) snowballs. Snowball explosions that trigger other snowball explosions. Player snowball explosions can trigger turret snowball explosions(only 1 level deep, but it's enough), mass explosions do lots of damage.. watch out!  Too much damage and you lose the arena level.  Also, turrets can still fire if they are close enough to their platforms, their numbers will disappear and the platform will spray particles straight up when they are offline.   These were fun to make! Strategy Note: Hold Right-Click on the mouse and use reverse thrust, this fixes your camera angle "forward" so you can aim while in motion. The System Damage slowly repairs itself over time, but not very fast...   When you lose, you just get kicked back to game start position so you can try again.  There will be a screen with stats and music and whatnot when I get it all working.   SlingBot Boarding v0.3.7   https://www.kongregate.com/games/WilliamOlyOlson/slingbot-boarding Keep in mind, several days of programming with only a couple web builds, significantly less time testing.. haha, let me know if you find any bugs! Enjoy and let me know what ya think!

## Surprise Music!

So, I got really close to getting a new build out last night, maybe tonight. If you've played thus far, you've probably noticed there wasn't any music.  I hadn't even thought about it much, more of a final touches thing in my mind I guess..  But then I got a DM a week or so ago, randomly from a very nice guy offering to help with that. Then this morning I woke up to an equally nice bit of theme music in my inbox! Check this out!  Sling Bot Boarding (Theme).mp3 I think it's pretty rad. Let me know what you think?!   Check him out, here's his info(he approved the share): User: @Jacky Chan https://soundcloud.com/jacky-chan-536075013 https://open.spotify.com/artist/4CeAevk6JYAzqIJAqVz3g5

## GameDev - Dungeon Crawler Challenge - Part 1

Well, I'm late as always to the show, but I sat down today for a few hours and created my concept for the entry along with the base mesh.   For this challenge my intent is to have the player play as a goblin looking creature with the object of escaping the goblin den. There will be other goblins that the player will fight, and I'm planning on using a Diablo style for this entry. The basic level layouts will be rooms connected by hallways, and these will be random per 'level'. Levels will happen once you beat the boss for each floor and you will be presented with a door to enter to go to the next stage. There will also be rooms with chests that have higher loot values, but cannot be opened until you kill the key holder in that room. All goblins will drop loot as well, and potions to heal. At the start of each spawn point there will be a shopkeeper to gamble gold for new items, and to buy potions. The player will level up with EXP, and can apply to STR, DEX, and HP. STR allows you to do more DMG plus meets equipment requirements. DEX allows you to hit more accurately, and also impacts equipment requirements. HP will just increase the player's health pool. Equips in the game will consists of helms with a variable of abilities, chest armor, shields, and swords that can do elemental damage, and cause poison damage on top of physical damage. I only had a few hours to make the base mesh for all the spawns, and the player. I started with primitive shapes to help sculpt my forms then added in more detail as I went. I still need to fix up some things, but for the most part it will be okay as the camera isn't close enough for extreme levels of detail. Low Poly: High Poly:   Test bake, and quick paint job: NOTE: I haven't added in eyes or eye lids yet.     Game Concept camera positions:   I will need to fix up a few issues with the model, add in the eye lids, and eyes, then detail in the skin, and make a generic paint job for the base. Then I'll create variations using texturing for all the enemies, and bosses. In my next update I will show case the armor equipment, shields, swords, and helms along side the completed goblin mesh. 'This blog entry is for the GameDev.net Challenge'

## This Week in Game-Guru - 1/14/2018

This week's update will be a bit shorter than usual as I am in crunch mode for my book (which goes to the publisher in Feb).

So just a quick pass on the GameGuru stuff from this last week:

Official GameGuru News
Nothing official but it seems the issues list on Github is climbing ever higher. Maybe we'll see some of those get knocked off soon?

What's Good in the Store Lots of good things out there this week, notably the RPG pack by moshroom and the music packs shown below.

However, it seems Dvader dropped a pretty unique 'lockpicking' script that brings to mind a certain game set in post apocalyptia.
I'd love a video of this, but for now, this still will have to suffice!

Free Stuff A free top-down low poly character: https://forum.game-guru.com/thread/220434
Tarkus1971 put out a new track called 'the realization' - https://forum.game-guru.com/thread/213190?page=5#msg2610573
Piratemyke is continuing to provide interesting free models (in a sense) made with the EBE: https://forum.game-guru.com/thread/220414

Third Party Tools and Tutorials Nothing new this week.

Random Acts of Creativity (WIPs) Karmacomposer posted a sneakpeak of his current work:
Not bad! Though with these entities I'm sure the optimization phase will be an absolute bear.  Good luck on your project, Karma. Details available here: https://forum.game-guru.com/thread/220427

Maha25 posted an interesting screenshot of a Jungle-based project called N.D.A. -

You can get more details here: https://forum.game-guru.com/thread/220404

Ramiro has a new project (Psalm of Salem)on their way:

In My Own Works
My 3 proofers have basically been working at getting their updates done, which I have to incorporate into the book while simultaneously doing a first draft edit.  Initial feedback is very positive. I also have my editor looking at it so he can make appropriate changes to help cram this in as quick as possible.  Next week will be me making pictures and formatting changes.  Then I *crosses fingers* will be done.

## Final IK Set Back

While testing Final IK we ran into a problem with our code which we're working to resolve currently. We've also been working on art assets this week and have been developing plans for the music and fx we hope to use. More to come soon but for now here is the WIP Logo we will be using.

## The Team is Back, Hard at Work

Janus is currently animating a flopping fish, our newbie Josh is planning out the controls and instructions while the rest of our team is fine-tuning our other mini-games.

## Dungeon Crawler Challenge - Update 2

This past week I ended up working on a torch light feature. I feel as though I should've been focusing my time on creating enemies to fight and items to pick up and use but this was something I just couldn't pull myself away from. Always so close to having everything worked out that just a little more time wouldn't be an issue. My hope is that it leads to something that ends up being more enjoyable in the game than frustrating. In any case, I have something that is pretty much what I was aiming for. It's a basic spotlight kind of thing that I can attach to generic things that I add to the level and it's possible for the player to pick those things up and walk around with them (though there's a bit of refactoring to sort out). I tell myself that being able to place torches throughout the maze will be kind of cool and be a part of the exploration. Being able to see everything around you makes a maze way too easy to navigate. Being able to pick up and put down items is a step forward as well. The player moves over the item to pick up and presses a key and the item is now in your hand as you walk around. An inventory won't be far off and I think that's where picked up things will be placed into by default unless I think of some UI that's more convenient. With being able to move things in the game from one place to another, the player would be able to bring keys to doors or perhaps some other tool to resolve a puzzle, if I can think of something. There's a bit more to finalize with moving things around but I think next I might want to look into a jump functionality. The maze you walk in isn't a cave environment with walls all around you but more like a platform to walk on. Maybe it's a path in a swamp. So maybe finding places that are safe to jump across could have potential. And maybe the distance you can jump is affected by how much you're carrying. Lots of "maybes". Hopefully it all comes together.

## Everything is in the Wrong Order!! - Test Adventure Dev 05

• ### Popular Blogs

• This is great! I like how poisonous water has little skull and crossbones coming out of it for UX. That's a great idea! You know what would be cool? If an enemy when pushed off a ledge had a chance to grip the edge of the ledge with both hands, action movie style and start to pull themselves back up again, but only if they have enough health to hold on and only if the velocity is low enough to grab the edge? I like what im seeing!
• Thanks, that's kind of the point of the thing. To have some "real world" consequences that result from the body's state that make sense and are proportional. I think it could be fun, as long as I can figure out the angle and get people to give it a chance. I'm trying to figure out how much to show of the underlying system. I'm thinking of doing the four (health, energy, food, and water) as bars, and then the feelings and injuries and nothing else. Hopefully I can gear that towards giving the player enough information to not feel cheated but not so much that they focus on the wrong things. I'll have to experiment with all that later, when I get the core functionality and mechanics done I can worry more about how and what information to show the player. Thanks, I'm excited to take this on and see how far I can get.
• Yeah, that's the feeling. I listed out everything I think I need to do, I'm sure that if I remain vigilant that I'll be able to get it done in time. Also I need to stop going back to try to make everything work better every time I see something that isn't quite right. If I get done in time, I'll have enough time to tweak things then.
• hahaha, I bruised myself and then in a vain attempt to heal my bruise I bloated and stuffed myself and lost even more health.  Awesome side effect.

Would I then walk and attack slower too because I was bloated and stuffed? Also, great pixel art.  Looking forward to seeing that little rat run around.
• Welcome to the challenge!