Thursday, February 26, 2009

Well, sh!t the bed! Guess what I forgot about?

The chainsaw is done!


Behold it's awesome..................... ness...............

Porkchop Sandwiches!

Things are definitly comeing along well. I've been hard at work creating a character for the game which we still haven't named yet. It's an easter island head with and without a body. The texture on it isn't final, just something I pulled out of the maps folder in 3d max. The look of the head's body is very minimalistic and cartoony to kinda try to fit thte style of the game.






No doubt that the texture will change but the body will remain like that. I may decide to go in and mishapen the body some so that it isn't so symetrical but that will come at a later date. Can't wait to fire chainsaws at them!

Saturday, February 21, 2009

When you absolutely have to kill things...

Use a rocket propelled chainsaw.

Small update but the chainsaw is somewhat textured and useable in game! You can actually fire a rocket propelled chainsaw and it explodes when it hits something. How freakin awesome is that?

Tuesday, February 17, 2009

Okay, new game take 1!

Todd and myself have decided to team up and create "Red Light, Green Light, Chainsaw to the Face!"

That's not the name but it sounds cool and describes the game pretty well.

This time around I've decided to do the art track instead of programing and game mechanic. This is gon-be fun!
awesome....

Tuesday, February 10, 2009

This is the end, the end, the end of our story....

It's kind of weird to write a postmortem on something that isn't done yet but here goes:

What Went Right?

I feel that the entire game, up to the point in which the game is now, has gone very well. That’s not to say there weren’t any snags along the way. What did go well was the dynamic road that I had to create. Extensive searching on the internet led me to believe that a game like this hasn’t been done in flash. There were numerous 3d flash games but nothing 2 dimensional with a view directly behind the player. The small size of the game would make it great for porting to a handheld device or phone and its simplicity fits the game into the casual game category which it was originally designed for.

The coding of the game also lends itself to be used in other games. I found a math algorithm that helps an object track towards another object and smoothes out its movement to be very fluid or natural depending on how far away the two objects were. I will be incorporating this code into one of my other flash games I’ve been working on.

What Went Wrong?

What went wrong? A few things. I really wanted to have a pixilated look to the game similar to F1 Pole Position. The main problem with this was keeping track of all the assets scrolling down the screen while maintaining a road look. I have an idea of how it would work but in order to incorporate it with the rest of the game I felt like it would take me too long to meet the deadline.
Also I was unable to create a system that would scroll objects down the side of the screen while keeping them next to the road during a turn. I’m sure there is a way but I was unable to figure it out. I tried creating a path that moved with the road. I was able to create the path and add items to it but once I tried to send the object down the path it would break free and move straight down the screen.

What I Learned?

Besides coding and other reusable game assets, this game has given me a whole new way to look at making games. Not in how to design them but actually putting them together. In most games like platformers or shooters I simply put assets together and forced them to work. In a game that is constantly moving and updating and everything is dependent on everything else on the screen no matter what state that object is in it becomes very tricky to keep things in check. Building this game has helped me to think outside the box I was trapped inside of up until this point. Building and using classes and passing variables between functions so that I’m not relying on global public variables (which just work so well…..) really helps to keep things simple and easy to follow should a problem arise within the code.

Well, bye kids!

Tuesday, February 3, 2009

The mouse I'm using sucks balls.

The title is correct, the mouse I'm using sucks balls.

Progress and Problems

Progress: growth or development; continuous improvement.
Problem: any question or matter involving doubt, uncertainty, or difficulty.

Everything is coming along pretty well except for the fact that I'm having a little trouble getting roadsided items to come down the screen while staying next to the road while making a turn. I'm sure I'll figure out a way to accomplish that feat or I'm pretty confident I'll just not do it.

Other than that I've tweaked the code for the drunkeness and it's a lot more fluid now, added road lines to help with the illusion of movement, added trees that move in the background, improved apon the collision code so that it keeps better track of off and on road states, messed with the dynamic road turns and I think I finally have found a happy medium, and I've added an accelerate key and score. Goooooooood times.

W - Go
A - Left
D - Right
Space - Rings Mrs. Johnsons doorbell (Don't push it, she get's pissed)

Right Click and choose Save As or it won't work, I think.