64Completition Progress Check 2

Posted by Castypher on May 25, 2013, 10:24 a.m.

Okay, so this is only twelve hours late. But it didn't feel like very long since the last progress blog, mostly because it wasn't closed properly and we got some new blood. JakeX, Polystyrene Man, Zac1790, and Cosine have joined, bringing the list of games up to 21. The entry list is looking good, the progress looks amazing, and hopefully the result will be good as well.

So, summarize your second week for everyone just as you did last week. Even if you were only able to open up the source and make one change, that's still progress, though I hope you'll have more successful weeks in the future.

As far as the consecutive-three-week penalty is concerned, I'm considering exempting a few people from this until finals are over, though at the same time I don't think it's that hard to open up the file and make a quick change, at least during the usual school schedule. This goes especially for those who have the time to get on 64Digits every day.

Remember to list your achievements and your struggles, if that applies. You don't have to spoil the game in order to tell what kind of progress you've been making.

Comments

Castypher 11 years, 6 months ago

This week, once again, has been hellish for me. The new work schedule is impeding on all of my free time, though hopefully the increased pay should net me some good stuff somewhere down the line. And pay for my schooling.

The most notable thing I've done so far was adding generated terrain. A generator uses Perlin noise to place tiles, and then does another sweep where it places border tiles and collision objects. This was intended to save a lot of level design time in the future, but I'm starting to wonder if it's really worth the trouble and technical complexity. So far, the border tiles are being very touchy, and the loading time added at the beginning of the stage may not be worth it after all.

I'll be honest though. I've been pretty occupied with a game design document for something I'd like to release in Unity.

Something I need advice on, however, is whether you guys want to see character portraits in dialogue sequences, or whether I should stick with the little sprite animations and mini-cutscenes I have going.

Astryl 11 years, 6 months ago

Righto, I'll post this video again:

This week, I added the framework for the menu. It's going to be a pull-down full-screen menu, somewhat like the one in Megaman 4 and upwards.

I also started creating tiles for a new dungeon area, and have started dreaming up some new enemies.

Biggest struggle this week was juggling this along with the Game-a-phone game (Which I'm 'done' with), and several other important tasks.

eagly 11 years, 6 months ago

Progress this week for me has been very limited. On Monday I created an objectives system for displaying your current tasks, and since then I haven't been able to touch it. I had a job interview 180 miles away on Wednesday, and Thursday and Friday have been spent packing up parts of my flat. Playing football on Thursday evening was probably a bad idea, because that joined with packing and cleaning has destroyed my body and everything hurts. :D

This week, I hope to get a dialogue system in and start on spriting some area-specific graphics. It might be tough again, though, as I have an exam Thursday and some extra work to do on my PS3 game assignment for uni.

Taizen Chisou 11 years, 6 months ago

No progress.

I graduated high school yesterday, so I'll be considerably less busy for this next week. I'm sorry.

Polystyrene Man 11 years, 6 months ago

imgur album

Here are the highlights:

-Redid the HUD

-Reworked some things behind the scenes to make it run better

-Started working on the upgrades store

I might have a video next week.

JuurianChi 11 years, 6 months ago

Changed my work pallette to something more limited in order to match my work schedule.

-Added a feature to choose to play as Male or Female protagonist at the start of the game

-Debugged Gameplay features

-finishing enemy system

-Redoing level maps

-Added a new story Arc to increase play time

-Finished the Main Theme

-Remastered What still remains of the Original Soundtrack Cuts

Charlie Carlo 11 years, 6 months ago

- Made 3 more arenas, working on the 5th, and a 6th is planned.

- Tweaked current weapons to be more balanced/less retarded.

- Made a buncha tunes.

I haven't made new enemies yet, I have a lot to do still.

Quote: juurian
*progress*
Screenshots or it didn't happen. :P

Kunedon 11 years, 6 months ago

The test room now has some actual graphics, and I've implemented more enemies. There's also an item that has different effects depending on the spell you hit it with, giving you the edge when you're in a pinch. The main character is standing on said item in the posted screenshot.

Now I'm busy working on some traps and such for the player to avoid. After that, it'll finally be time to start working on the levels and password system. And possibly some cheats to help the player with zero confidence in his gaming ability.

Snakeman 11 years, 6 months ago

Quote:
JakeX, Polystyrene Man, Zac1790, and Cosine have joined
So does this mean ST or AzureRage will finally be finished?

Cesque 11 years, 6 months ago

Well… No progress for me this week (somewhat busy with TA-ing-related stuff as the end of the term is approaching). I promise to spend a lot of time on it next week, though!