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Froggy Hop : Postmortem and some simple tricks I've put into it that I think went right.

ABOUT : First of, I wanted to give 1000 pixel KUDOS! to the GD challenge organizers and to all the entrants cheering each other and giving motivation to meet the deadline. I joined GameDev Challenge to force myself to finish a playable prototype game out of my simple and heavily under development game engine sit on top of MonoGame; after leaving Irrlicht, XNA and Unity years back, I'm back again to my game development hobby specifically started again last year after I find out that MonoGame is very much alive and kicking and targeting multiple devices now, ( but I'm planning to use Unity again on it's current form) anyways, but what's the purpose of me making a game engine if I cannot make a playable prototype game from it? So I joined GD Challenge to make a collection of prototype game out of my engine. Froggy Hop is my 3rd entries after joining Multiplayer PacMan and Tower Defense challenges and what do you know ^_^y I now have 3 working playable prototype that I can expand, revise, enhanced and maybe later release it on other platforms if ever the prototype becomes commercial grade. Here goes some of development incidents and it's implication on completing the project and meeting the deadline. WHAT WENT RIGHT 1. Applying fake model animation tricks : From the start I know I don't have much time to do all the characters modelling, rigging and doing all the skeletal animation stuff, it requires a lot of time and a very tedious process for a none 3D artist like me, but I think I can code some additional component much faster than rigging and animating a model. What I did was, create an additional entity component and called it Grow and Shrink Component, rather than creating a skeletal animation of snake with crawling action which will take some time and  additional memory bandwidth of mesh frames on my content manager and I think it's a nice additional features of my engine. FAKE SNAKE WALKING ANIMATION : I've  just created a static Sake Model and apply the Shrink and grow component to it's entity to mimic that it's walking by just applying minimum, maximum scaling and it's growth and shrink amount, What's cool about component is that it's an apply and forget on the game logic, but of course the system device engine will take care of it, assuming I'm just a user.   FAKE BEE WINGS FLAPPING : Another fake animation again O.O,  I Add rotation component on Bee wings and rotate it fast enough to mimic that it's flapping it's wings; and add it as a child entity to the bee's main body.     2. Using a grid base node path : Using my existing grid node routine that I've used on my Multiplayer PacMan entry, PacMan is actually 3D but in 2D representation most of entity there are just a 3D Quad.

In this entry the Level map  model is just a display and an eye candy it really has nothing to do with the  game logic, the player is just repositioning on the grid node world position base on user's input just like what I did on Multiplayer PacMan.  
3. Using simple collision detection: Alright folks now let's hit the nail with a tank! 😄 and apply some cool and lovely physics engine like HAVOK, NEWTON, ODE or TOKAMAK that would be cool right ? WRONG! NO! WRONG! NO! ( speaking to self )  for this type of game I think I can implement a much simpler collision detection without using a heavy weight 3D physics engine.
Ok let's just use Bounding box or Bounding sphere since it's already available on my engine, upon applying the component it will automagically transform and recalculate it's bounding properties AAB or OOB for BBox when the entity orientation change sounds cool!? WRONG! NO! WRONG! NO!     although it will suffice my needs for collision detection, but I think theres a much lighther and easier way to implement collision for this type of game.
Distance checking! Horrray! HepHep! Horray! : -D how about adding a minimum distance property for each entity and compare that to the player position, yep, I just use distance checking for the collision and I just created a collection of obstacle list per region, I dont have to check other obstacle that's too far away to collide on the player, if player is on region 1 in the map and theres only two entities over there; for example two bees it will only check collision for those two bees, I ended up using a very simple collision checking routine  which I think did the job done. I hope I followed the KISS design principle in this entry, the code is not relevant to this post but wanted to share the code I've use is just a simple routine.        3. Using tools I'm more familiar and comfortable with the usage: I use Bryce 5 the splash screen; MagicaVoxel, FragMotion, MilkShape and DeleD for modeling, rigging and animation; .Net paint and Gimp for any texture manipulations and Audacity for trimming and adjustment to background musik and sound effects.
WHAT WENT WRONG : Aside from a month not playing Legend of Zelda Breath of the Wild to finally finish it and playing other games; really, nothing really went wrong :- D Using features not yet available on my engine : Initially I don't have plan on putting shadow on this entry, I just want to apply simple sobel filtering normal map shader on the level model and just using Basic effects on other entities, but my spider sense is tingling that it would be nice if it has a shadow, but my shadow map shader is still work in progress and has bugs  and no TCF implementation or what so ever aside from that I'm using sobel normap map shader which I will need to incorporate with light sources with sobel normal mapping and shadow map! WHAT!!!  It really causes heavy delay on the project, I posted my shader problem here and there, but eventually found a solution for the fix.
CONCLUSION : I almost gave up on this entry due to lack of time, but that's where the weakness lies in giving up not just on this entry but in general, one or more try will not hurt and see where it goes; More or less my experience on this challenge is awesome and it's the game I made that my GF wanted to try and play testing up to completion at least she knows why I'm busy after work ^_^y I just always get too tired when shes around LOL.

Dexter Z      




Hopper ( GameDev Challenge Entry ) Blog 01

Hopper my GameDev Challenge entry under development, It will be on 3D sort of Frogger 2 Swampy's revenge I want to do something like that on this entry with a low poly 3d content. I'm still on early stage designing the first level.   Figure 1. Do the level design using Excel file : - D
Figure 2. Do the actual voxel level creation using Magica Voxel ^_^y
Figure 3. Do the UV Mapping texture using my all time favorite 3d modeler  DeleD O.O   Fig 1:     Fig 2:   Fig 3:     Hopefully to create something like this ( not my work just the art style )

    That's ol' folks ATM ... it will be a long coding months ahead  ^_^y  




My Final Entry : Tower Defense Challenge

FINAL POST TD CHALLENGE Hello All! This is my final entry post on Tower Defense Challenge, thanks for extending the time ^_^Y Lemme check if I complete the minimum challenge requirements, since I have encountered problem from this blog, I post my list on my own blog page ... [ Completed game rules and requirements ] Here's the some video feeds Wave 1 and 2     Wave 9 and Boss level     I will put the download link tonight preparing the distribution on project page as require ^ _^ y Thank you all!!!!
Dexter Z        

GameDev Challenge : Tower Defense : Dev Progress ( Turret 360+Audio+SoundFx )

Wazzup all ^_^y GameDev Challenge | Tower Defense | Dev Progress ( Turret 360 : Added Audio+SoundFX ) What's new : Yo peep'z development is really slow! BTW I'm using MonoGame framework for this entry, MG is only a framework or a rendering engine which means I have to write everything from scratch including camera 😄, I need to build a Game Engine on top of MonoGame to produce different kinds of games, all of my Skybox, Billboards, Quads, Particles, Models, Trails, Entity components and including Mesh Loaders was written from scratch (Not using MG conntent pipeline mesh loader), but the real pain in the butt 😄 is the rendering sequence for solid material, additive and transparent material to work effectively that can be use for using basic effect or custom shader, yep you have to write your own shader in MG if you don't want to use it's basic effect, MG basic effect only support up to per pixel lighting effect AFAIK the reason I need write a custom shader with normal map andh 3 light source, basically everything done here is purely code no editor or prefab tools was used. I like MonoGame because it's a code centric framework you have total control of everything, maybe next compo I'll use Unity or Xenko. 1. Added features to my custom OBJ mesh loader for better performance, It has an option now to render the whole model as one group even if the original model has  many   groups.
2. Improve trail header and tails trimming when not moving or can set life of a trail.
3. Swapping diffuse texture map at any given time.
4. Model diffuse texture can be an animated texture.
5. Adding child node to parent node with translation and rotation e:g: My Turret where the body is the parent node which on rotate on Y axis and Machine Gun is the child node which only rotate on  X axis but follow Y axis of the parent node.
6. Adding Audio and Sound Effects   Improving my trails bezier curve, but still not perfect 😄 Explosion collision detection :   Adding GRAPHICS OPTIONS : 1 = LOW 2 = MEDIUM   3 = HIGH LOW = Basic Effect no ambient lighting
MEDIUM : Perpixel lighitng only HIGH : Anti aliased and every model has ambient light + 3 light source + diffuse + normal map   And lastly here's some video feeds with TURRET firing on 360 in any angle with Audio + Sound effects ^_^y   EDIT : Add new video feeds WAVE#5 Prototype and I Loose : - D      

GameDev Challenge : Tower Defense : 1st Video Feed Update ^_^y

Wazzup peepz! need some update for entry on GameDev Challenge : Tower Defense    
   Dust clouds scrolling
   Asteroids scrolling CAMERA CONTROL :
  Mouse :     Left mouse    :  Dragging of Ship/Items  
    Right Hold     :  left right : Rotate by mouse clockwise or counter clockwise
    Right Hold     :  Up down    : Panning by mouse
    Scroll mouse  : Zoom-in and Zoom-Out   Keyboard equivalent :     Left handed :
      A-D     : Rotate clockwise or counter clockwise
      W-S     : Room in - out
      Q-E     : Pan  in - out     Right handed :
     <- ->    : Rotate clockwise or counter clockwise
     ^  V     : Zoom in - out
     Pup PDn  : Pan  in - out
SHIP TRIALS :     Finally my trail engine is now always facing the  camera on every angle ^ _^ Y   That's all folks for now  busy on the day job to focus on this challenge. very slow progress... T __T    

Tower Defense Challenge : TERRAZ : Defender of Celestial Sphere

WHAT : Defense tower challenge entry ^ _^ y TITLE : TERRAK : Defender of Celestial Sphere REALM : Celestial Sphere GENRE : Defense Tower

LEVEL :   Defend the 88 known Constellation Orion, Ursa,Cygnus, Scorpio Etc..
                level name is the constellation name. ( I'll try to level 1 for this entry : - D )
  SYNOPSIS : When humans created the biggest the biggest hadron collider little they know it served as signal from another world and tend
                    to invade the earth, Terrak Confederation must defend the constellation sphere from invasion before reaching earth.   EARLY SCREEN SHOOT :        

Multi-Player PAC-MAN Challenge Entry

Wazzup All ^_ ^Y March 30, 2018 on here, photo finish on Multi-Player PAC-MAN challenge, I only spend maximum of 2(two) hours a day on
this challenge working on it at night  just finish adding sound today :-D
Kindly unzipped the attached file to play and test it ^ _^ y

    PACMAN VS.zip



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