Jump to content
Site Stability Read more... ×
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views

About this blog

currently doing tower defense challenge

Entries in this blog


Hypnohack the toad first post

This game was created as the frogger challenge submission.   OK, so I've got the first release of my frogger inspired game, hypnohack the toad. This game draws inspiration from The Matrix movies and frogger style games. When I was developing the game I wasn't sure exactly about progression and the art style and score and stuff, but as I shot for prototypes, things just seemed to come together I think. The background music and sound effects add a lot of feel that I didn't really predict. At first I wasn't sure if the changing word/code style would be playable but after you build a little skill it is quite playable while still being really challenging. The game difficulty progresses pretty steeply and I think at some point it becomes impossible to progress, however, as I have been playing, I keep getting further and further than I thought I previously would. Right now my high level is 19 with a score of 203693. It seems like it has a lot to do both with luck and skill.    Further development on the game I am considering includes: power-ups, adjusting the difficulty somehow, and especially I want to add an online score keeper so people can be competitive to some extent. I am not sure if I will get the online stuff implemented before the submission deadline, however I will probably get it working at some point.  Concerns about the online scores I'm having are about cheating/hacking and I am considering how to deal with this.




Space Box postmortem

I think as I play my game what I like about it is a sense of almost panic trying to do stuff such as place the wall building or get upgrades or do whatever once the waves have become more difficult. There's  a small amount of time between when an asteroid appears and when it will cause havoc on the buildings or spaceship. Successfully placing either a block or building or getting an asteroid destroyed successfully can lead to a temporary sigh of relief. Eventually at some point when the asteroids are overwhelming, it's like, OK, I tried. One thing I didn't get a lot of time to solve, if it is even necessary, is how to make the game seem to continue to progress without necessarily being overwhelmed at some point, though that also leads to a feeling of stagnation.  I was often wondering, should I add this additional feature, etc, but then I would think: is that necessary? Will it make the game longer, shorter, more or less boring, etc, and so I ended up really without all that many features.   On a programming side, one thing I learned was that a really bad constructor convention is as follows: class A{ int a, b, c; A( int a, int b, int c) :a(a) ,b(b) ,c(c) {} }; This convention lead to a rather hard to spot error as follows, which was not found with a static analyzer i was using: class A{ int myvariabl1, myvariable2, myvariable3; A( int myvariable1, int myvariable2, int myvariable3) : myvariabl1(myvariabl1) , myvariable2(myvariable2) , myvariable3(myvariable3) {} }; Where myvariable1 was misspelled as myvariabl1 and initialized to its random self. 



Sign in to follow this  
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!