Jump to content
  • entries
    10
  • comments
    30
  • views
    3065

Strawberry Alert: Day 1

Avalander

768 views

Strawberry Alert: Day 1

Today I have started working on the Week of Awesome V challenge. The working title for the project is Strawberry Alert. I generated it randomly and it is very unlikely to change due to time constraints.

The Project

The themes I want to try are Alien invasion and Castles. My intention is to create a side scroller where the hero must defend her castle from an alien invasion.

With this project I want to explore whether functional reactive programming can be successfully used in games. I intend to capture the user input and time effects into streams, apply map-reduce to these streams to generate the game state, and finally render that game state to the screen.

I will be happy if I can deliver something playable by the end of the week. Unfortunately, this week I'm back to work after vacation and I've got a few social commitments that I must honour, so I expect to be able to dedicate only about twelve hours more to the project.

So far, I have managed to put together a parallax background and the walking animation for the hero sprite.

The Art

I am using a hero sprite and castle tiles created by Jetrel. I still need to find sprites for the alien enemies.

The Tools

I will target the browser and create my game using JavaScript. My weapons of choice are:

  • pixi.js: a rendering library for WebGL and Canvas.
  • cyclejs: a functional reactive framework.
  • xstream: a stream library designed to work well with cyclejs.

The Links

The code is available on GitHub and, since it is a browser game, I will deploy my daily progress so that you guys can try it out.

 



4 Comments


Recommended Comments

Looks like you managed to match the walking speed with the animation's foot movement pretty well: doesn't look all slidy like they often do. Nice!

Share this comment


Link to comment

Like that it's a browser game, already it works and easy for testing. And your game's name will really stand out.

Share this comment


Link to comment

I've heard about functional reactive programming before but usually it's only mentioned in the domain of web development. It'll be interesting to hear what becomes easier and what becomes harder when you apply it to game development. I hope you'll do a post-mortem for that reason. 

Share this comment


Link to comment
49 minutes ago, JoshGrams said:

Looks like you managed to match the walking speed with the animation's foot movement pretty well: doesn't look all slidy like they often do. Nice!

Yeah, thanks! ^^ It took a bit of playing with the animation speed and moving speed. I found out that playing with extremely slow speeds made it easier to find a good enough ratio.

47 minutes ago, Scouting Ninja said:

Like that it's a browser game, already it works and easy for testing. And your game's name will really stand out.

Thanks! That's the exact reason I chose browser. Works on every OS out there, no need to install anything, just send the link and everybody can try it out.

40 minutes ago, __Toz__ said:

I've heard about functional reactive programming before but usually it's only mentioned in the domain of web development. It'll be interesting to hear what becomes easier and what becomes harder when you apply it to game development. I hope you'll do a post-mortem for that reason. 

Absolutely! During this week I won't spend much time discussing the challenges I find because I'd rather spend the little time I have working on the game instead, but next week I plan on writing a post-mortem and go into more detail.

One thing that I'm concerned about is that functional reactive programming emphasises immutable objects and mapping objects to other objects, so it's kind of easy to end up generating too many intermediate objects and reusing objects is not as easy as with more OOP approaches. We'll see how it turns out.

Edited by Avalander

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
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By ggenije
      Important: I am trying to realize in scrtach which is performance very low due to it's "virutal level" scrtach->flashplayer->java...
      Also i'm new to this forum so i'm sorry if I missed group (like last time)
      Like a title is saying:
      I have project ,and I get negative feedback on it because some people need 30 min to complete it (what is the planned time)
      but problem is that some people need EVEN 5 hours…(game is incremental/idle/upgrade type so it's important to keep same time ...)
      ———————————————————————————————————————-
      Of course people with slower computer will have less fps so game will be slower for them,
      so I have created TimeDelta system for each frame to calculate something to do per second
      for example
        Update(){move(TimeDelta*speed)}  so that mean it will be moving speed number of pixels(or units) per second so it will be same for almost each user.

      But problem is next:
      I have to change ySpeed by jumpPower (#PlayerJump in my project)
      when any jump button is pressed
      then in each frame decrease ySpeed by gravity it is(-10 * TimeDelta)
      but when someone have lower fps it will have higher TimeDelta and will fall faster but with same jump it turns out to jump significantly lower that changes core of game
      BUT even worse if fps suddenly in moment of jump then timeDelta would be 1 so player will jump much much MUCH higher , then fall much slower because timeDelta changed in meanwhile…(and the point of my game is about upgrading jump not complete game in first fps drop)


      —————————————————————————————————————————————————————

      Then I got an idea to fix TimeDelta (like in unity for rigibody) so it will be rounded like
      if calculated TimeDelta is 0.01834 it will be 0.02 fixed
      if weaker computer is using it the TImeDelta will be 0.143 so runded to 0.14 and so on…

      I did not manage to realize it… i tried to calculate it before main initialization of game objects
      but I'm afraid to fps will drop in moment that is calculating so it will be much diffirent…
      I was trying with empty loop(400)(in scrtach even this is taking time) to calculate it but i'm not sure is it right

      So is there good way to realize this fixed TimeDelta
      I only have timer function to use and time difference between frames
       
      This_is_the_link_for_the_game
    • By MakeIndieGreatAgain
      Game developers will be able to become pioneers in the development of decentralized games for the gambling industry using DAO.Casino protocol.
      On September 17, 2018, DAO.Casino is opening Sandbox for developers, independent teams and game development studios that choose to harness the power of the rapidly developing DApp industry.
      Starting today everyone may submit their application for Sandbox on the official Sandbox page.
      The Sandbox project is designed by DAO.Casino developers. Participants of Sandbox will learn the basics of decentralized applications development on DAO.Casino protocol. Developers participating in Sandbox will learn to create, design and deploy decentralized games and applications on Ethereum blockchain.
      DAO.Casino is planning to reward most active developers for their constructive feedback on the improvement and optimization of the SDK and related documentation. The company will separately announce the details of the rewards program later this fall.
      “We are confident that the Sandbox project will play an important role in our collaboration with studios and independent game developers. We cannot wait to see our product helping developers unleash their creative and entrepreneurial talents and apply those to one of the most groundbreaking technologies of the XXI century. — states Ilya Tarutov, CEO, DAO.Casino. – I am sure that the products we’re developing will transform the online gambling into a fair and transparent industry for all of the involved parties: casino operators, developers, and affiliate marketers. “
      “We are launching the Sandbox with the goal of enabling as many developers as possible to learn to create decentralized games. We have achieved an important milestone by starting to accept applications from developers all around the world who share our idea to make online gambling fair and transparent. With our technology, developers can take the whole gambling industry to the next level” – says Alexandra Fetisova from DAO.Casino.
      DAO.Casino is disrupting the online gambling industry by developing the protocol based on Ethereum blockchain technology. The protocol ensures the automation of transactions and facilitates interactions between all the industry participants: casino operators, game developers, and affiliate marketers. DAO.Casino team is fully dedicated to developing the best products and making the gambling industry a better place.

      View full story
    • By MakeIndieGreatAgain
      Game developers will be able to become pioneers in the development of decentralized games for the gambling industry using DAO.Casino protocol.
      On September 17, 2018, DAO.Casino is opening Sandbox for developers, independent teams and game development studios that choose to harness the power of the rapidly developing DApp industry.
      Starting today everyone may submit their application for Sandbox on the official Sandbox page.
      The Sandbox project is designed by DAO.Casino developers. Participants of Sandbox will learn the basics of decentralized applications development on DAO.Casino protocol. Developers participating in Sandbox will learn to create, design and deploy decentralized games and applications on Ethereum blockchain.
      DAO.Casino is planning to reward most active developers for their constructive feedback on the improvement and optimization of the SDK and related documentation. The company will separately announce the details of the rewards program later this fall.
      “We are confident that the Sandbox project will play an important role in our collaboration with studios and independent game developers. We cannot wait to see our product helping developers unleash their creative and entrepreneurial talents and apply those to one of the most groundbreaking technologies of the XXI century. — states Ilya Tarutov, CEO, DAO.Casino. – I am sure that the products we’re developing will transform the online gambling into a fair and transparent industry for all of the involved parties: casino operators, developers, and affiliate marketers. “
      “We are launching the Sandbox with the goal of enabling as many developers as possible to learn to create decentralized games. We have achieved an important milestone by starting to accept applications from developers all around the world who share our idea to make online gambling fair and transparent. With our technology, developers can take the whole gambling industry to the next level” – says Alexandra Fetisova from DAO.Casino.
      DAO.Casino is disrupting the online gambling industry by developing the protocol based on Ethereum blockchain technology. The protocol ensures the automation of transactions and facilitates interactions between all the industry participants: casino operators, game developers, and affiliate marketers. DAO.Casino team is fully dedicated to developing the best products and making the gambling industry a better place.
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!