Jump to content
  • Advertisement
  • entries
    7
  • comments
    22
  • views
    1530

About this blog

Follow my progress as I attempt to become a good game developer using a method I'm calling RIP (repetitive iterations for proficiency). This is a very long plan, but will cover every aspect of game development until I get good at everything.

Entries in this blog

Depths of Orpheus - After the Prototype

The dungeon crawler challenge was fun, and I was happy with what I was able to get done in the time frame. There was a lot I designed for the game but cut back to a minimum viable product in order to get the project done in time. Now I want to go in and add all that stuff in, and make a few changes based on playing the prototype. Since submitting the game, I've gone in and added a few things already. The enemies now drop some damaged loot, most of the level generation bugs have been worked out, the items show their quality and damage level so the player can choose whether to pick it up or keep what they got, and I adjusted the amount of items and mobs that spawn on the level. I have a huge list of things to get done for the game, and I'm going to work through them one at a time. I'm also doing another project to develop my game dev skills so this won't be worked on as much as I did during the challenge. I'm not entirely happy with the health system and there are some bugs with that still around. So I'm going to go back into the design and change a good chunk of that. I don't think I've given the health system a fair shake yet and I really think it's a good idea. The UI needs a lot of work, but I'm going to wait until the game is more complete/designed before I start working on that. One thing I want, is to be able to play the game with just a controller and not have to use the mouse. I'm thinking about also dropping the mouse interactions as well, or at least only popping it up in certain conditions. I think the game has a lot of potential, so over the next little bit, I'll be finishing the game.

DavinCreed

DavinCreed

Dungeon Crawler - Final

Started late and finished late. The method I went with for generating the dungeon had a lot of issues to work through. I've almost gotten them all worked out, there are only a few edge cases left to deal with. I created some sound effects, found some other ones from free and purchased libraries. Made a wandering music track. I created a game logo after settling on a title the day before. All of that on the last day. The day the submission was due, everything was going great, I fixed a lot of last minute bugs and then tried to get a build. What I was using to generate the tiles in UE4 is marked as "experimental" so it was preventing the project from building due to "missing files." So I had to change how I was doing that. I made a few changes and then my computer froze. Restarted, stupid updates, and load the project again and it happens again. So something in my project was causing the problem. That took me up to about 4pm, when I thought the thing was due in an hour. So I called it quits. Later I narrowed things down to a change I made that created an infinite loop in the editor which would lock out and freeze everything making it almost completely unresponsive. I could not load up the project without crashing my computer. After much restarting I figured out which object was causing the problem. So I had to get rid of the object causing the error, but that object was the thing that generated the levels. Not just and easy thing to lose and rewrite from scratch. Luckily, I had thought to back up the project sometime earlier in the day, I had only lost a few bug fixes still fresh in my memory on that single object. Good backup habits saved me this time. So I got everything to build and thought I was done. Not so fast, says the game when the player falls right through the floor. Now I have to figure out what's going on. Put in a floor that wasn't dependent on the tiles but the player and enemies can walk right through the walls still. Give each character box collision which prevents most walking through walls but looks like crap. Turns out that a bug on the tile map thing I was using is that each tile that is supposed to have collision only had one tiny point in the middle, so things could just walk right through in between them, and even fall right through. Sweet, everything worked great up until I tested the build. I had been keeping a grid of my own that I was using to determine where things were on the level so I could make the rooms work. It was much easier than dealing directly with the tile map. I created two objects with simple collision boxes exactly the same size as the tiles, one stubby one for the floor, and one for the walls. When I placed a tile I would also place one of these where the tile should go. At this point I might as well just put some images on them and skip the whole tile map altogether. I might in the future because I can see some advantages to it. Anyway, I got it done a day late and a dollar short. A few bugs remain though. Too late for the competition, but I'm submitting it anyway.  

DavinCreed

DavinCreed

Dungeon Crawler - Items and Random Generation

I'm still a lot behind. I was hoping to have the random generation done by now. I still have time to get this done, but I was hoping to spend more time refining things and adding in some extra stuff. Sorry about the s's in the video, they are getting picked up a lot more than normal. After I made the video, I was able to get the doors and room spawning in, but there is still a bit of work to do to finish the room generation. And then I need to work on the random item and mob algorithms. Here are the graphics for the other three mobs that I need to get put into the game: As you can see, the golem still needs some animations, but there's plenty of time for that. So the major things I need to finish for the game are the weapon degradation, random room generation, the main menu, the pause menu, and plopping the last three mobs into the game. Still possible for me to get this done in time, just need push a little harder.

DavinCreed

DavinCreed

Dungeon Crawler

I've been spending too much time on the looks of things, when I barely have enough time to get the functionality done. I've added some shading to the main sprite and the rat so they fit in the world a little better: I also modified the injuries so that less serious injuries have small text and more serious injuries have large text. Added a bar instead of text to show the healing of the injury. Also put in potions.   In the video I show the rat attacking and killing the rat. The rat has the same body system as the payer so it has the same stat effects. I also show how the potions will work, the healing potion heals the body faster because nothing is instant. The major things I have left to do, is another few mobs, items, inventory, music, sound effects, and the dungeon generation.

DavinCreed

DavinCreed

Dungeon Crawler - Stats and Injuries

Took me a lot longer than I wanted, but I converted the stats system from my JS prototype into UE4 blueprints. Why BP and not C++? I'm not really sure why, but that's how I did it. Looks very noisy. I'm not that great at making BPs easily readable and looking good yet, but I think I'm getting there. I think. I also added in the injuries, right now they just apply on some hotkeys without any modifications. It's better to see it in action though so I recorded a video. The music is just something I had laying around from another game I worked on. I'll need to make a track or two that matches this game's feel some time. My current plan is to finish the system by adding in treatments. Once that is up and going, I think I'll work on getting the rat mob in there. Then I'll start getting the system to affect the character. Not sure what I'll tackle after that. The major elements I have left to do is, all the mobs, the items/inventory/equipment, sound effects, music, and the dungeon generation. I suppose all the UI elements too, but I don't think I'll have time to do anything fancy, so I'm going to just put in some place holders. I suppose it's all really place holders right now, but maybe you know what I mean. I made a few item graphics too. The chest is actually two frames, one closed and then other open. If you can't tell what they are, I'll have to work on them, but they are a club, sword, dagger, cloth armor, leather armor, chain mail, plate mail, a potion, a scroll, a bandage (not toilette paper), thread, and treasure. So I'm a little behind where I thought I would be, but I still think I can get it done in time,

DavinCreed

DavinCreed

Dungeon Crawler Challenge

I'm late to the game, but I'm going to attempt this challenge. I made a small tile set for it. I also had a few versions of the main character before I settled on something very basic. The first version, I was going to use an asset I got through Humble Bumble, but it didn't fit right. So I tried to modify him enough to make him fit what I wanted, and that didn't work out too well. So I tried making my own from scratch (the bald guy on the right), but that didn't seem to fit very well either and might have taken a long time to create the assets. I even tried making a simple smiley face that would change color and expression based on its health. The version I settled on was pretty basic, but I think still fits well into my vision. I can always improve on it later. So I cranked out most of the animations I'll need.   I also made some rat graphics to be the first enemy. My plan is to mostly make my game a lot like the ASCII Rogue I spent a lot of my young years playing. I also had an idea floating around in my head for years about a health system a little different than the usual. It's not an entirely original idea, but I really want to try it out to see if it will work out as a fun game mechanic. The system is geared around injuries and how those injuries affect the body. Loss of blood affects strength, energy, speed, eventually consciousness, and other things. So a cut has more long term issues than the initial damage. It also heals over time. I'm not trying to make it realistic, I just want to provide more consequences and ways to die than the usual hit points depleted, ran out of food and die instantly. I don't know, I hope it works out. I had made a few prototypes in js, the last one was very complex. But for this I decided to boil the concept down it's the most basic elements for testing out the concept. So I made this prototype: http://devpirates.com/Proto/BasicInjuries/Injury.html It's a lot more basic than my previous prototypes. There are only a few entry points and once it's in place it shouldn't be much work to utilize. One addition I made over all the other prototypes, is that I added in food and water so that the player can die from starvation like in the Rogue game I used to play. I'm making my game in UE4, so now I need to convert it to work inside that. Which is another reason for me to create a simplified version of it, to make it easier to move over. I plan to add toggles to the game to turn off food and/or water needs for the difficulty setting. So now, in less than a month, I need to port the prototype health system, program the items, weapons, armor, and enemies, then create the dungeon generation system. It sounds so easy when I put it like that...

DavinCreed

DavinCreed

 

Starting Zone

I've been making games since I was a kid, but I've only finished one game in the last twenty years. When I was young I kept it simple and was able to make a few MS-DOS games. Then I wanted to keep making it better. I've tried so many different strategies to get better at game development. I've tried working with people and getting ghosted by team members one after the other in many different projects. I don't blame them much, it's a big ask for most of their free time for a hobby they find out isn't what they want to do. I also don't want to hold anyone back if they want to move onto a better managed project where they can flourish. And that lead me to my last strategy, to start out simple again and do everything alone, but if people wanted to help I would be happy. And I was doing pretty well, I learned a lot in the project, making a game from start to finish as we know is a lot of work that requires a lot of different skills. I looked back at the five years I took to make my last game (well, there was a lot of procrastination), where my skills are as a game developer, and where I wanted to be and I was disappointed by what I saw my path was. If I made my next game, a little more complicated and developed a little faster, I was still looking at a project that would take a year or two and I'd learn a little more. I have a few games, like I'm sure we all do, that I really want to make but don't yet have the skills to do them well. So an idea about training myself up without going through the whole process slowly developed. Focus on one skill at a time, then add in one more once I've gotten good at it, and one more, until I'm pretty good at most things. So I over engineered what I call RIP (repetitive iterations for proficiency). I think the idea is good, I think it will help me get better much faster, and I'm going to try it out to see if it works. I'll blog my progress as I go, maybe other people will find something useful in it. I've already made the first two one level games, a Ninja Gaiden (NES) clone and a Super Mario Bros. (NES) clone, and am currently working on a Bionic Commando (NES) clone. The first several projects in the plan are to take a game I like to play that falls into the more simple game genres (platformer, action... etc.), and reproduce all the gameplay for the first level.

DavinCreed

DavinCreed

  • 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!