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Little People.......

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Sir Sapo


Hey everyone!!

Today was my first real day off in a while, so I decided to work on Angels 20, the first time in about 2 weeks.

Anyways, today was very productive, and I'm running out of things to do with the game. Today I added little people that run around the map(more on this later), I added another weapon, a little swarmer rocket, and I fixed a crash bug that I thought occurred randomly, but didn't.

Thing #1: Little People
This was a feature that has been in the works for a long time, but Mark and I weren't sure if it would fit into the game well, but today I made it work, and I can say with utmost certainty, that the little people are here to stay. The little people are just little animated objects that can be set to one of four types of "pedestrian": and idle person, and running person, a waving person, and POW person(a mix of the 3). The "pedestrians" are arranged into a resource pool of objects, so that any in game action can result in pedestrians getting spawned somewhere. Mark and I are planning on having people inside the villages of the game, having panicked runners flee from destroyed buildings and flak sites, and have prisoners run away from their prisons when guard towers are destroyed. It looks pretty cool in motion, having all these little people running around when you fly over, but the effect is sort of lost in the screens:

Thing #2: The New Weapon
Mark has been complaining about how horribly overpowered the rockets were in the game, so I made a smaller, shorter ranged, crazy rocket!!! This is where it gets confusing though: the new rockets are now the old rockets, and the old rockets are now called the HyperShanker Armor-piercing Rockets!! Anyways, the new rockets are crazy ones that move randomly, and are meant to be fired in salvos to carpet an area with ordinance, as in the screen below:

Thing #3: Wierd Crash
Every once and a while, the game would crash when you tried to restart a level. I thought this was a completely random thing, because there was no real pattern to the crashes, until today, when I found the trigger. As it turns out, the game would only crash if you fired a weapon that could destroy a tile, and hit restart before it blew up. When the player hits restart, the projectiles are all "killed", and moved off the map, when you don't let something hit a target, it retains it's type of ordinacne after it is "killed" during restart, and ends up trying to blow up the tile under it, which in this case didn't exist, causing a crash. I have no idea how I made the connection between all that stuff happening at once, but it just hit me and I rolled with it[grin].

Anyways, Mark the artist went away this week on vacation, and without his annoying nagging keeping on track, I began to search for other projects to try out. I settled on making a gravity simulator, and make one I did. My friend and I sat down and in 1 hour had a simulation running that could take an object, and have its position be affected by multiple planetoids of varying size and mass. Anyways, it was a fun diversion, and here's a screen!!

Well, its late now, so I will talk to you guys later!!


Angels 20 Feature WorkList
-An Actual Front-End Menu
-A Map of the Level on the HUD
-Good MIG AI
-Destructable Tiles
-A checklist of enemies on the level
-Repair Trucks that actually have to stop to repair stuff
-Ground Vehicles that can shoot at you
-More weapons (ie. Napalm, Cluster Bombs, etc)
-Fully Automatic Gun
-Forward Supply Bases
-More mission parameters (ie. timelimits , targets , etc)
-Random HUD Stuff
-Expanded Tileset
-Improved Level Editor
-Gameplay balancing and tweaking
-New Mission Types
(Almost Done!!!!)

Dont Forget To Try Out The Newest Version Of Angels 20

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I like the little peoples! It really does bring another great dimension to the game.

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I'm very impressed with the game that you've managed to put together over these months. I remember playing the first version (or so?) that you released way back, and it's certainly come a long way. :)

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I like the little peoples! It really does bring another great dimension to the game.

Thanks, its pretty cool to fly over a village of waving people.

Translation of cyrillic letters above the ToDo list: Dasvidanya...

Sorry, forgot the space, it's до свидония, it means goodbye.

I'm very impressed with the game that you've managed to put together over these months. I remember playing the first version (or so?) that you released way back, and it's certainly come a long way. :)

Tell me about it, I've learned enough stuff from rewriting my old code to fill a book[grin]. Thanks for the kind words!

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Dude, upon my return I remembered that one of the first things I wanted to do with my new computer is get everyone else's game (old computer would have crashed). I must say, it's pretty friggin' awesome! I played it for about an hour last night. Hmmm... I think I'm just going to go play it now...

Most contructive input when I'm done bombing islands.


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Thanks, good to know someone enjoys the game[wink]!

If you think that version is fun, wait until I put an update in the GDS with all the new features we've come up with, it's exponentially more fun.

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oh man, a wings of fury clone. I loved that game, especially sinking the battleships.

*keeps close eye on angels 20*

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Ok, I'm back and it looks like Sapo actually got some work done... looks like I have to overcompensate for my abscence (I was at teen court camp, ugh)

-A recently returned Mark the Artist

P.S. Thanks for the complements, they are much appreciated

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I think, if you wanted to do something a bit different next, but keeping the same theme as Angels, some kind of 1942 update/clone would be great. You obviously have the coding and art talents to pull of a fairly decent clone or even a similar game just with updated planes.

Just my 2 cents. Whatever project you choose to do next I will watch with interest :-)


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OMFG. If the little people go flying from the source of explosions that would be the most awesome game ever. It would be hilarious to see the little bastards go tumbling through the air.

That said, the game looks better every time I see it. Are you considering adding a targeting laser or something (just a red line drawn from the nose of the plane) to simplify targeting on an "easy" mode or something?

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Thanks for the kind words everybody!!!!

I actually hadn't even considered having the people fly around after being shot at, good call [grin]!!

We already have a targeting laser, you can toggle it with the backspace key if you downloaded the demo.

Thanks again!

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Damn! I didn't see that key. Now I am some kind of super jet pilot. Shooting people. With my targeting laser. Followed by a missile.

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