Projects I Won’t Finish A Game Development Log

30Jun/100

Pyramid Defense Flash Demo

Here's a flash demo that makes an isometric "pyramid":

Well, it's really only a quarter of a pyramid, and they did a bad job making it even. Also, there are snakes everywhere.

You can press "space" to randomize what shows up!

Man, Flixel is easy to use.

13Apr/090

ExSphere


ExSphere Main Page - Download

ExSphere is a game I made for a project in Professor Laird's Game Development course at the University of Michigan.

It took a total of three weeks, including all programming, art, and sound.

The goal of the game is to destroy all of the blocks on each level. This includes everything except
the indestructible walls, skulls, and power ups.

13Apr/090

Doubloons!

Doubloons

Doubloons! Main Page - Download

Doubloons! is a game where you are a pirate captain, commanding your ship and crew to take over and plunder enemy ships. At your disposal are cannons, bilge pumps, rowboats, grappling hooks, gangplanks, and a load of angry pirates.

Your goal is to attack your opponent's ship, steal their gold, sink it, and sail off into the sunset (in that order). You control the pirates through orders you give them, and then the pirates will complete the task to the best of their abilities. Combat effectiveness may change during battle due to grapeshot, inability to swim, and injury from swords.

The controls are listed above each ship on the play screen, start with Vs. Mode so that your opponent doesn't do anything. You control the pirates by giving them orders.

For example you hit the "man the cannons" button and the game will pick an idle/defending pirate and make him load the cannons. Later, you can hit the "decrement cannon loaders" button and the game will remove one of your cannoneers.

The game ends when a player has no pirates left and one of the ships has sunk (Not necessarily that player's ship!), or when one of the ships escapes from the other by sailing off the edge of the screen, or when you press ESC. After this, each player is scored by gold possessed, pirates killed, damage dealt, and whether their ship survives or not.

3Oct/080

Proof of Concept

Here's an awesome file you should check out.

futrapro.zip proof of concept (Windows EXE)

Controls:

  • Mouse + left click to drag pieces around.
  • Esc to quit.
  • Delete when selecting a cone to delete it.
29Sep/081

FuTraPro Progress

Got some things working. Cars come out of the green triangles at regular times, and follow the signs to switch lanes, accelerate, and brake. Drag & drop also works on all of the objects.

Here's a screenshot.

FuTraPro Screen 1

5Feb/080

TOB – First Prototype

Here's some stuff I gotta do.

  1. Visual Studio set up
  2. Sprite loading
  3. Sprite animation
  4. Animation description format (txt)
  5. Animation loading
  6. Level displaying (tiles)
  7. Tile description format (txt)
  8. Level description format (txt)
  9. Level loading
  10. Level editor (basic)
  11. Controller movement
  12. Collide with level tiles
  13. Run
  14. Jump

The tile description format will have a list of the tiles and their component .png files, which will then be referenced in the level description format so that it can be enumerated simply.

The format might look like so (tiles with multiple frames are for a fancy-tile format that I made up):

TileName   Frames  "path.png"
BrickTiles   9 "tiles/bricks-9-3-3.png"
SmallPlant  1 "tiles/smallplant.png"

The level might look like this:
Tiles "tiles/tiles.txt"
. Background
b BrickTiles
p SmallPlant
EndTiles
Level 30 20
...............
....p.....p...
...bbbbbbb
EndLevel
etc

The animation format will probably look something like this:

Idle    frames 0    0     loop 0    // Loops infinite times
Walk  frames 10   19   loop 0    // Loops infinite times
Stun  frames 20   24   loop 1    // Runs once then stops
Stand frames 25  29   loop 1    // Runs once then stops

The level editor will also need a sort of collision hull editor and way to edit the non-architecture layers, including gameplay cues and monster drops, and so on.

25Nov/070

Visual Studio Setup

The Platform SDK is always useful to have.

And here is the DXFramework.

23Nov/070

Java Ass-Kicking

I think I'm going to try to develop Grocery Panic on a different platform, since Java for cell phones is giving me a lot of trouble. C# or C++ it is. I'm going to do some research and prototyping tomorrow, as long as Rock Band doesn't lure me away.