Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    8
  • comments
    6
  • views
    609

Day 1 - Not much of a progress

Sign in to follow this  
josehzz

481 views

I have spend around 5 hours thinking on an idea to develop, I got 4 but after making time estimates, they became not possible. The ideas I had are:

2D Turn based rogue-like (Themes: Castles, Alien Invasion, Chain Reaction, Assassination)

Player is an alien and has to invade a castle, avoid or stun guards, reach to the king room and kill him. The map is a grid, player can move or use its gun to stun enemies, gun has charges (can find more charges exploring). Every action spends a turn and after every turn enemies move. Enemies can move, alert guard on the same room and attack player. Player has 3 lifes, every attack usually takes 1 life.

Pros:

  • Uses all themes
  • Has potential for more content
  • Relative easy to make

Cons:

  • My time estimate says it'll take 6.5 days (to make it more realistic I multiply it by 3)
  • Requires a lot of art (I can draw simple stuff)

Castle defender 1 (Themes: Castles, Alien Invasion)

Defend a castle from an incoming alien invasion. Aliens appears from right and left of the castle (2D game). Castle has archers to defend itself and kill aliens. Each alien gives money. Click on the castle to buy upgrades and need defense modules. Survive each wave to win the game.

Pros:

  • Simple idea
  • Easy to make

Cons:

  • Requires a variety of enemies to be enjoyable and not repetitive (I think at least 5)
  • Castle is complicated to make (it has to look good with and without modules)
  • Time estimate says 5 days (5*3 = 15)

Castle defender 2 (Themes: Castles, Alien Invasion, Assasination?)

Like castle defender 1, but player is a warrior and no upgrades exist. Each time player kills enemy gain experience. Experience gives bonus stats and attacks. Player ends invasion by destroying the spaceships on the edge of the map.

Pros:

  • Simple idea
  • Easy to design and balance

Cons:

  • Requires a lot of drawings + animations.
  • Time estimate says 5.2 days (5.2*3 = 15.6)

2D Puzzle based platformer (Themes: Castles, Alien Invasion)

The castle is being invaded by aliens, player has to eliminate them, reach their ship and destroy the spaceship. Player begin as a warrior who can attack, jump and move and have an special heavy attack. Some characters are look down by the aliens, player has to rescue them, after that they can be used aswell (mage and an archer). Can switch to any character at any time to solve puzzles. After completing the castle levels goes inside the ship for 3-4 more levels. Finally they sacrifize themselves to destroy the energy source of the ship and save the castle.

Pros:

  • None :)

Cons:

  • Requires a lot of resources to make.
  • Time estimate says 7days (7*3=21)

I will be using the rest of the day to try to come up with a feasable idea. I like these ideas but they feel like to much work for 1 week.

I multiply my time estimates by 3 because I have not ever made a game where I knew exactly how long it will take me and it always takes a lot longer that I expected.

Hopefully some of you could use any idea from here :) 

 

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

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 Plotnus
      Hello all,

      I'm looking to learn some tools for making programmer art. (for prototypes and whatnot)

      Are there any resources you've used that have been very helpful and stood out to you when learning art skills as programmers?
    • By jb-dev
      This is how loading screens will look like. I still have no idea whenever or not I could show things like tips or anything alike...
    • By Tanzan
      Hello  all,
      I just finished my first Android game and published it on Google play...
      I know its not the next red dead redemption2 but it would be nice to have some comments/feedback on it if its worth it to go on with a release 2.0. or move on to the next game? (red dead redemption 3  )
      Anyway thx for your reading time and i hope on some nice reviews!
      https://play.google.com/store/apps/details?id=com.gamlex.android.games.typomania
      Regards,
       
      Tanzan
       
       
    • By Programmer One
      I'm currently writing a 2D game engine from scratch for Android. The first iteration of the engine is just going to use the Android Canvas view for drawing. At some point, I want to support OpenGL ES - but not until I finish this first project (which is a very simply game based on this engine). Right now, I'm dealing with Sprites and I've encountered a design challenge that I'm not entirely sure which direction I should go.
      For the sprite bitmaps, I've decided to go down the sprite atlas route (as opposed to individual image files). I'm using Texture Packer and I've written a custom JSON exporter. I didn't really want to limit myself too much, so I decided I'd support sprite rotation and trimming in order to save as much space I can in the atlas. I backed off from supporting polygon trimming for now. If you're unfamiliar with Texture Packer, it's essentially a tool that will allow you to import individual sprite frames, organize them into folders and then have the application generate a sprite map and corresponding coordinate data file. This application supports trimming any blank (alpha) space around the sprite images in order to pack them closer together. It also supports rotation if it makes the image fit better.
      What I'm trying to figure out now is how to deal with loading the sprite image data. Currently, I'm at the point where I can deserialize the JSON map data into "Sprite Frame" objects. These objects contain information about each frame. My format allows grouping of sprite frames in order to organize frames that correspond to the same animation. In essence, the sprite frame object has:
      The original (untrimmed) size of the sprite image. The original position of the sprite image within it's bounding box. The rect of where the image is in the sprite atlas. A flag indicating if it had been trimmed. A flag indicating if it has been rotated (CW). This will give me all the information I need to draw the image onto the Canvas. If I didn't support all the other fancy features I want (packed rotation, trimming) and pre-transformation (i.e. mirroring a sprite so I can reuse it for things like changing the walking animation without having to pack in more sprites), then drawing the image from the sprite atlas onto the canvas would be as simple as a simple Canvas.drawBitmap([Source Bitmap], [Destination Rect], [Source Rect]).
      But, since the image I'd be drawing MIGHT have been rotated, trimmed or otherwise transformed, I can't just simply blit it onto the Canvas. I'd first would need to apply some transformations in order to "undo" changes that were done during packing. This means I would need to either:
      Slice out the child image from the sprite atlas into a new bitmap, and apply the "unpacking" transformations (i.e. rotate back, realign, etc). Apply a transformation to the Canvas itself. (I don't think I want to go down this road since I've read that transforming the Canvas tends to be rather slow). So, I'm probably left with having to create smaller bitmaps from the sprite atlas and then keep those in memory for as long as I would need them. So, for a single sprite character, I'd be looking at around 36 sprite frames (9 different animations, each with 4 frames). What I'm concerned about is memory consumption. So now I'm thinking:
      I should read in all the sprite bitmaps from the sprite atlas and shove them into an LRU cache. This means all the sprite image data is now in memory, all ready to go for whatever animation sequence and frame I want. Once I'm done with the atlas, I dispose of it and just work with what I have in memory. I can perform this caching when I load levels and then clear items from the cache that I no longer need. I should just keep the sprite atlas, blit directly from that onto the canvas, and get rid of the fancy packing features so that I don't have to process any transformations. The only problem with this approach is that I will also have to shelve shearing and rotation on the sprite object itself. TL;DR: Am I being overly memory conscientious or having a couple frames of sprite data in memory not a super big deal?
       
    • By jb-dev
      Another version of the main menu. This one has a more complete skybox. I'm not sure if it'll be a good idea to use the same shade on the actual Levels skyboxes...
×

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!