............

Published July 17, 2006
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Hey everyone,

I haven't been able to work on A22 for the past 2 days because of a crazy work schedule, but I did put together a video to bring you guys up to speed with how the game looks while running, I even included a clip of the Nuclear Cannon firing, which is really cool looking.

EDIT: Unfortunately, I can't upload to my server, and the file is too big to be uploaded to my webspace, so you guys will have to wait until I get my server issues worked out to watch this one, sorry


A Nice Reminder of Progress....
So today I was looking through my screenshot folder, and I ran across this gem:



Now that screen was taken about 2 days into the development of the engine that eventually became what you see today, which I find to be amazing. It's incredible how little the code has changed since those first screens. Sure stuff has been added, but I haven't even touched the terrain code I wrote that first day. How well the game looks right now is really a testament to Mark's pixel skillz, because if you look at the stuff we have now, on the inside it's the exact same as the stuff in that primitive looking screen. Anyways, I just thought that was interesting, and something worth sharing.

HUD indicators
A while ago, Mark and I decided that the player needed a way to see the general locations of all the enemies on the map (at least the visible ones). Mark came up with a simple system where a red arrow appears around your plane for every enemy on the map, and the arrow points towards the enemy so you know where you need to go to destroy it. Anyways, it's a pretty good system, although it can get pretty crowded on a large enemy filled level, so I included code to turn it on and off, so it can be a preference thing. You can see the indicators in the screeny below:



Well, since I haven't been able to really get anything else done, thats all for now. Tune in soon and I should have some more vehicles... with guns. Peace Out!
0 likes 8 comments

Comments

Gaheris
Great idea, maybe you could limit the number of arrows to the five nearest (offscreen?) enemies. Hope you'll find some time to do some more work on the game!
July 17, 2006 06:52 AM
Samsonite
No video? OMG I think I'm having a heartattack!
July 17, 2006 07:04 AM
benryves
Very nice [smile]
I suppose you could fade the arrows, so ones that are far away are paler (and eventually, invisible if too far away)?
July 17, 2006 08:29 AM
Ravuya
Can I fly a water bomber and put out the fires?
July 17, 2006 09:05 AM
ApochPiQ
Artists do indeed have a tremendous impact on a game. I think someone once said something along the lines of "It's better to have a crap programmer and a brilliant artist, than a brilliant programmer and a crap artist."

OK, that didn't quite turn out to be the moving, inspirational quote I was gunning for, but it'll have to work [razz]
July 17, 2006 09:44 AM
Samsonite
I agree, art has alot to do with a game. Just as goals has alot to do with soccer.
July 17, 2006 09:55 AM
Sir Sapo
Quote:Great idea, maybe you could limit the number of arrows to the five nearest (offscreen?) enemies. Hope you'll find some time to do some more work on the game!


We'll probably end up doing that, along with Benryves idea, I didn't even think of either of those[grin]

Quote:No video? OMG I think I'm having a heartattack!


Oh theres a video, I spent about an hour on it, and its over 5 minutes long, but apparently you can't upload that big of an object to you GDNet webspace, maybe tonight I can get in touch with my server guy and get everything working again...

Quote:Very nice
I suppose you could fade the arrows, so ones that are far away are paler (and eventually, invisible if too far away)?


Thats a really good idea, I didn't even think of that...

Quote:Can I fly a water bomber and put out the fires?


Not ATM, but it wouldn't take long to get that working!

Quote:Artists do indeed have a tremendous impact on a game. I think someone once said something along the lines of "It's better to have a crap programmer and a brilliant artist, than a brilliant programmer and a crap artist."

OK, that didn't quite turn out to be the moving, inspirational quote I was gunning for, but it'll have to work


What are you trying to say[grin]

Thanks for the comments!

July 17, 2006 12:29 PM
Prinz Eugn
Yeah, but if you had a programmer alone, you would still get a game, while if you just had an artist you'd just have a pile of never-to-be-used 'concept' art.

We're being introduced to java over at very beginning programming class, and I still would have no idea where to start making a game of my own.
July 18, 2006 12:15 AM
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