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About this blog

This blog will feature all my game challenges.

Entries in this blog

 

Challenge 2 - Online Side Scrolling Arcade Shooter - Part 3

This is part 3 of my challenge entry, and it will also serve as my "Post Mortem" even though this project really isn't complete and will be re-worked to meet my personal challenge requirements. This also includes adding in Online Play for Co-op. Project Page:   Forum Post:     Post Mortem Well I'm going to have to say this was a big stretch for me to get this done, even with the bare minimum requirements. I posted my initial desire to work on this challenge back on May 17 2019, but then I had to deal with a lot of personal things and didn't get a chance to touch the project until May 27 2019 where I posted my basic design ideas. I ended up scrapping some concepts and changing enemy behaviour just because I didn't have a lot of time. My week pretty much went like this: Monday: Planned out the game and how everything would play out. Tuesday: I was deciding on if 2D or 3D would be the best option.... To be honest... I should've went 2D with C++ and SFML as I know I could've made a lot more faster within the time that I had. I did pick up 3D for the main reason that my personal challenge would be 3D so I would need to remake the game from 2D to 3D and I would rather save the time.  My next decision was to pick an engine. I was going to use Unreal Engine (same engine I used for my Chess Challenge, and also what I prototyped my prior RPG challenge in) but after a day of running into a lot of slow downs as I use C++ mostly and not blueprints I realized this entry wasn't going to happen so I had the option of Godot or Unity and went with Unity as I would need to learn Godot on the fly which again would reduce my chances in finishing up. Wednesday & Thursday: I spent majority of the day just using 3D primitives and building the basic game up. This allowed me to focus on getting the core functionality down and not spending time on other things like Art when I already know this project will keep going on wards after the GameDev Challenge. Friday: I would say Friday was a pretty wild day.... I was working on creating basic 3D meshes for the game, but then I had to go into Unity and re-do some components and scripting as I reduced a lot of the parts. Pretty much just matching up the prototypes to the actual meshes while taking into account geometry changes (amount of child meshes and sizes). Saturday (Final Day): I spent majority of my day until 4 minutes before the deadline fixing up the levels as I had some odd bugs with my trigger set up... and I composed and created a quick sound track which you can listen to here I used with my AKAI MPK MINI: I also created my backdrops really quickly: The last one is the inside level where you kill the heart: What went good? I would say that being able to mash together this game in a quick period of time and speed model, plus make a quick track gave a great feeling of accomplishment. Taking the jump early from UE4 to Unity worked in my favour as well.  Things just are much quicker to prototype for me with Unity as I only use C++ with UE4 unless I'm forced to touch BP, but it's a slower work environment for me personally. What went bad? Sadly I slapped the audio together too late and left some bugs where the main music doesn't loop at the right spots, the music overlaps when returning to the main menu, the player active sound isn't working correctly. I also ran into some bugs where I had old triggers some how calling... not sure what was going on but it costed be almost an hour fixing and redoing stuff today. Level design I would say went 'very' poor due to how much time I had left and taking into account testing and bugs. The creatures speeds I found are too slow so that will be all re-worked! I also wasn't able to texture all my assets, and even the textures I did do for the backdrops are not exactly up to my standard. The same applies to the music track as well.... but I'll be redoing a lot of things for my main challenge.   There are also jittering issues I need to fix. You'll notice this when you play. Overall the way I put this together was pretty sloppy due to time constraints but I'll clean it up.  I'll fix those audio bugs this weekend at least before I start polishing up and changing things. What did I learn? Start these projects way earlier... The constant problem I have with almost all the challenges.... I always enter in at the last moment.     Up Next! Even though the Challenge on GameDev.net is over, this personal challenge isn't! I'll be re-working a lot of my scripts, the way the levels are set up... and actually getting the graphics textured and decent music and sound! Then once the single player experience is done I'll bump in that online co-op mode. I'll follow up with a Part 4 with my next update.  

Rutin

Rutin

 

Challenge 2 - Online Side Scrolling Arcade Shooter - Part 2

Everything is coming along thankfully. I believe I have until 5:59 PM on Saturday June 1st before the deadline (June 1st 11:59 PM UTC). I'll save the sound and music until last as graphics are taking some time. In this entry I'll go over the basic story, the player and enemy asset, and break down of what is left. Story Concept An alien race has become corrupted by a foul creature and has begun corrupting almost the entire race. The player model is how the race is supposed to look, you'll see in the enemy mesh how they have changed. The player's objective is to fight their way through level 1 (in Space) towards the foul creatures body and to enter the creature and kill off the heart in order to end the spread of corruption to the race. The player is part of an elite warrior class as they're modified with a shield battery as you'll see if you look at the cylinder in the back. This allows the player to active shields to prevent fatal damage. Player Mesh (Not Textured) (NOTE: The cylinder is a place holder for the shield battery mesh) Enemy Mesh (Not Textured) This enemy will either shoot a single spike or three at once (middle, up, and down) What is Left??? What I have left is to make the following assets: - The enemy with four spinning blades (not organic) [DONE] - The enemy with two spinning half axe style blades (not organic) [DONE] - The enemy that blows up if you get too close (robot) [DONE] - Spike (shot projectile) [DONE] - Boss (Heart) [DONE] - Ability Orb (Will pretty much be a coloured orb) [DONE] - Shield Cell Pickup & Cylinder at the back of the player [DONE] - Ammo Box Pickup [DONE] - Rock (This will just be used in the background) [DONE] - Backdrop for Level 1 (Stars in open space) [DONE] - Backdrop for Level 2 (Inside the creature) [DONE] - Music and Sound Effects   As I'm rushing to finish up I'll post comments as things are done.  

Rutin

Rutin

 

Challenge 2 - Online Side Scrolling Arcade Shooter - Part 1

With only a few days left this is going to be a bit of a marathon for me. I was unable to post for a bit as I moved to a new place and had to setup my office among other things... For part 1 I'll be going over the basic concept of the game, the enemies, pick ups, and the boss stage. Game Concept In this game you'll play an organic alien creature that needs to move past five possible enemies with different abilities. The player is able to absorb the powers of an enemy which will allow you to play offensively if you choose. There will be 2 levels... The 1st level will be in space, the 2nd level will be within an organic creature and your objective is to get to the end and kill the heart (the boss) which will have a shield ability and will spawn in aliens. The shield will active on and off so you'll have to survive long enough until you can attack the heart. Player The player will be able to move up, down, right, and left, however the player will gradually move to the right to maintain the "scrolling" part of the game. The player will have a maximum of 3 lives before 'Game Over', and the player will have only 1 shield cell slot which can be filled by picking up the item from an enemy. The player can activate this shield at any time. The player's special ability which will have a cool-down will allow you to absorb the power of an enemy. If you die that power will be lost, but your timer will not reset until the cool down has been reached. Enemies These are basic concepts of the enemies. The game itself will be in 3D so these are just 2D mockups. Levels Level 1 will be in space where you'll have a lower density of spawns than level 2. All enemies will be shown in Level 1- excluding the boss. Level 2 will be much more aggressive and the movement speeds will increase. The environment will change from space to inside the alien boss where you'll need to reach the end to battle to kill the heart. Pick-ups The only pick ups will be: 1. Shield Cell 2. Extra Lives Power-ups 1. Single Spike Shot 2. Fan Spike Shot 3. (4) Spinning Spike blades - each section will break off once hit or if you hit an enemy with it. 4. (2) Spinning Spike (half blades) - each section will break off once hit or if you hit an enemy with it. 5. Explosion ability (This will have a cool-down)   I'm now working on getting 3D primitives in place, and then creating the level layout and programming all the game play. Once this is done I'll post another blog update, then I'll work on the Sound, Music, and Graphics.

Rutin

Rutin

 

Challenge 2 - Online Side Scrolling Arcade Shooter

I'm very delayed on this and I'm still working on my Chess Challenge #1. I'm adding some extra features and redoing some code, but I've been out of commission for a few weeks due to personal things so I'm going to have to push out a rough game to meet the deadline. I'm going to start on Challenge 2 now, but I'm still working on Challenge 1 as I have a few changes before that is game is complete. The plan is to meet the minimum requirements and to post updates each day. Even after the deadline for the GameDev challenge is up I will still continue to work on this game to complete it to my requirements regardless of the actual challenge requirements. I will post my personal requirements under 'Extra Requirements'. Challenge 2 - Online Side Scrolling Arcade Shooter Requirements (As per the GameDev Challenge Post): - Main Menu that allows the player to start the game, leave the game, and return to the main menu from an active level. - The player is able to navigate horizontally through a scrolling level. - The protagonist character has to be controlled by the player. - The player must be forced to move around moving and station obstacles. - The game must have at least two levels. - The game needs to define an end goal to complete the game. - The player can ignore or kill enemies, but there must be active enemies that pose a risk to the player. - All enemies, items, and player spawns are static on load, there is no dynamic loading, and all movement patterns must be the same on each level load. - Each level must have one power-up that the player can pick up in the level. - Power-ups can be dropped by enemies or placed in the level for pickup. - The game play must be faster is pace where the player's knowledge of enemy positions, patterns and item locations help the player to progress and react upon level repeating if the player fails to make it through. - There must be at least one music track fitting to the theme of the game. - There must be audio effects fitting to the theme of the game. - No traditional shooter style weapons for the player (bullets, missiles, or lasers)   Extra Requirements: - Online Co-op mode where two players can connect online and play together. - All assets must be made by me. (Visual, SFX, Music) I will post Part 1 tomorrow in my evening. This is going to be very rushed for the basic version and I'll clean it up by the time I actually finish the challenge. If for whatever reason I cannot meet the GameDev requirements I will continue working on this challenge either way. I did complete my Design Document a week back, so it is just a matter of putting placeholders in and programming the game, then adding in the visual and audio assets which I will make from scratch. I will post the game concept then. (Reference to the GameDev Challenge)   Parts:    

Rutin

Rutin

Challenge 1 - 3D Chess - Part 1

It's been awhile since my initial blog post back on February 24th 2019 about this challenge, and sadly I've been unable to work much on the project since. I did however finish the basic prototype version in March using C++ and UE4, then I did the newer graphics in April, and I've been sitting on this for a few weeks to publish.... but here it is! For those just seeing this for the first time these are challenges I'm setting without any time limit  but I must program, make all the graphical and audio assets myself from scratch. Enjoy Part 1! (Rendered in Blender - game shots are all in UE4) The first stage for me was to make a very bare bones prototype, and get all the functional features set up such as movement, capturing, square highlighting, and the basic GUI. At this stage the only things I needed to code in are the 'check' and 'checkmate' checkers, as well as game over and winner screens. This hasn't been done yet, but will be done in part 2! The next step was to make the basic scene pieces for the game. I deiced to keep everything as low poly as possible, and I would make up for it in textures. I started with the table first: Then the chessboard which is very basic: Then the walls: And for the floor tiles I took a square did an extrude with scaling then used an array to fill it: Then all the chess pieces: Now I was ready to start on texturing! All of these textures were done procedurally. Some of them I added in parameters for randomization for certain parts. You'll notice this with the floor tiles. The wall material: Then the floor material: The chessboard wood material (for the squares I utilized my UV cuts and did an overlap): The table wood material: The GUI is still very basic and there are some "wrapping" problems I need to fix. After putting this all together and using basic materials for the chess pieces I came to this from the basic prototype seen above. (Images are at 50% scale) [Video Demo - best watched in 1080p] - I still need to fix the moves list wrapping.   At this stage I have the following left to finish: - Check and Checkmate code - Game Over / Winner screen - Fix moves list wrapping - Redo GUI look - Music - SFX - (Possible Basic AI based on 'value' moving) *Only if I have time as I want to move onto the next challenge. For part 2 I will be pulling out my midi controller and hopefully make a decent basic tune, and some sound effects for chess movement, capture, and check / checkmate, and game over. I will also finish up the remaining coding the GUI changes!  

Rutin

Rutin

 

Challenge 1 - 3D Chess

I'm going to start doing my own personal challenges which are not time based, but I will be attempting to complete them as fast as possible and up to the requirements listed. These games are going to be smaller scale as I intend on completing a lot of different types of games for fun. There will be specific requirements, and once they're met the challenge will be completed, and I'll begin the next one. I'm hoping to have a large list of games done within the year.  These are also not intended to be polished releases by any means. Now what better way to start than a game we all know, chess!   Challenge 1 - 3D Chess Requirements: - Create a chess game that follows all movement rules including castling, double-stepping, and en passant. - Main Menu to start a new game and leave the game - Have an indicator that will show all possible movement paths, including if you're able to take or you're blocked by a piece. - Game Over / Win Screen with an option to play again or return to the main menu - 2 Player Local (Game will not have any form of AI) - All assets used must be assets I've created (Graphics, Music, SFX, ect...) I'll be posting frequent updates on this and should have something shortly to post.  My approach to all these challenges will be prototype first then assets after. I will update this post with links to all the parts. Parts:  

Rutin

Rutin

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