Sign in to follow this  
  • entries
    298
  • comments
    1135
  • views
    231323

Free pizza!

Sign in to follow this  
HopeDagger

74 views

UW Game Development Club

Ah, today was the term's final meeting of the gamedev club at my Uni. We used our otherwise untouched club funds to buy several pizzas for all of us, which I can say was quite delicious. I can't wait until we get all fired up for the next term! This time around (the first time around for me) we had a total of maybe 20 members, but we plan on doubling this number by the end of May next year, since we now have the administrative powers needed to get some more beefy marketing going on.

The goal of the Beginner section that I was leading was to have everyone complete their own game based off the 'Space Infiltrators' sourcecode that I incremently produced throughout the term, using C# and SDL.NET. Unfortunately, only one member finished a game, but he did such a fantastic job that I think it cancels out the fact it was the only one. I'll get a download up for it as soon as he gets the files to me. A reporter from the MathSoc (Math society) newspaper dropped by our meeting to offer placement of his game in their paper, too. Woot woot for free plugs. :D


More Membranes, More Massacre

Shocked as I am, Membrane Massacre got another official review, this time in Polish! Looks like MM caters towards the European audience more than I had planned. ;) I asked the administrator who contacted me if he could send me a translation, so I could see what was being said about the game. Hopefully all good things!

Development on the final release for Membrane Massacre is still steadily underway, with more visual additions in the works, since I felt the visual realm was a neglected one during the first release. Enemies now sport a transcluent membrane around their bodies, whereas the thickness of the membrane indicates their current health. Additionally, upon respawning (or entering a level) a cool stream of particles will collect where the player is to respawn before actually placing him, indicating much more clearly to the user where his ship has started.

Additionally, the Game Settings system is pretty much done. Nothing terribly special, but just a simple text file (settings.cfg) containing lines like "Fullscreen=1" and "ParticleBlending=0" and "AbsoluteControl=0" and the ilk. I've never actually written a setting system for a game before -- believe it or not -- so it was a fun little task to perform. This should also hopefully ensure that people with lower-end computers will be able to still play the game smoothly by disabling the (somewhat) expensive blending routines.

Next on the list is a revamp of the enemies, which will include: better AI, enemy evolution, pathfinding, and more species of enemies. Which will, of course, likely lead into the implementation of a fun Survival mode (kindly thefted from Ravuya's Glow [grin]). I can't wait!

EDIT: FRAPS won't record Allegro-based games (because it's not OGL/D3D) and I can't find any other movie recording software that doesn't absolutely stink. Looks like no movie. [crying]

But I present a screenshot that does totally not do the transcluent membranes justice. :)



(Run away!)
Sign in to follow this  


6 Comments


Recommended Comments

It's looking really nice now - like the new graphics.

One thing that bugs me a little is the mini-map; the way it's superimposed like that makes it stick out a bit too much. However I can't think of a good way to mold it into the bar at the top of the screen. You could represent enemies with arrows or dots in the game itself showing the correct direction to fly in, but then you wouldn't be able to see where the walls are with that method.

Share this comment


Link to comment
Congrats on the progress, and the quite astounding download rate on the Showcase. I wonder what the record is.

For amusment, I ran your Polish review through an online translator, and here are the results in all their glory:

Quote:

Supposing womb willing grab on something summary as well swift spróbujcie Membrane Massacre. Player incarnates yourselves herein on pilotage microscopic amount okręciku as well buszując " when " economy stara yourselves rid multiplication yourselves germ. That is is not shooting as well multitude wrogów. Value edukacyjnych Membrane Massacre you are welcome mite , why pardons yourselves similes until warm-hearted economy. Matronly years when corridor hollow on nearer unidentified materialist , since there is room to him impunity wreck use the following championing. At choice , barring podstawowego blastera " is not laser , machine-gun , skyrockets and refrigerating mine. Docket yourselves beware microbe they so potrafią take a random shot. Of sorts graphic art niespecjalna , tones too quasi exaction , whereas play yourselves sheer leisure. Very like bedraggles behind it control keyboard as well mousie. If only streamline setting wizualną , alter something else setting , put on some rationalizations as well there is room to think over cenniejszym medals. Ex this there is room to render yourselves krótką stopping to relaxation.


Indeed. [smile]

Share this comment


Link to comment
Survival mode would kick ass. Right now it seems like the whole point is just to get to the boss, it would be great if it kept going(facing off against multiple bosses).

Share this comment


Link to comment
Quote:
Original post by Trapper Zoid
One thing that bugs me a little is the mini-map; the way it's superimposed like that makes it stick out a bit too much. However I can't think of a good way to mold it into the bar at the top of the screen. You could represent enemies with arrows or dots in the game itself showing the correct direction to fly in, but then you wouldn't be able to see where the walls are with that method.


Agreed, and yes, I've thought about that too. [smile]

Unfortunately it's a bit of a lesser-of-the-two-evils sort of scenario. Maybe I'll post the issue up on the forums and see if any interesting ideas pop up.


Quote:
Original post by Scet
Right now it seems like the whole point is just to get to the boss, it would be great if it kept going(facing off against multiple bosses).


Just want to clear up some ambiguity: do you mean that the reason that you play is so that you can get to the boss (ie. the normal levels/foes aren't interesting), or that the general purpose of the game is to beat the end boss, in terms of gameplay? If it's the former, than I really need to pull my socks up with the normal enemy AI. [smile]

Share this comment


Link to comment
Quote:
Original post by HopeDagger
Just want to clear up some ambiguity: do you mean that the reason that you play is so that you can get to the boss (ie. the normal levels/foes aren't interesting), or that the general purpose of the game is to beat the end boss, in terms of gameplay? If it's the former, than I really need to pull my socks up with the normal enemy AI. [smile]


Well it was the latter the first time I played the game, but since then I've found that the normal foes pale in comparison to the boss(so the former). I wouldn't go changing the AI just yet though, survival mode via swarming the player might be interesting.

Edit: What the hell GDNet? This is the 5th post, not the 3rd!

Share this comment


Link to comment
Quote:
Original post by Scet
Edit: What the hell GDNet? This is the 5th post, not the 3rd!


As far as I can tell, when you use the Reply feature in the journals, unlike the forums it places your reply under the post you replied to.

Confusing, isn't it? I have a post under this one that I sent 12 hours ago.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now