Archive for the ‘World Generator’ Category.

Weekly progress post #37: Boss tyme!!

Yay! Spent today’s stream working on a new boss for ESA 2! The bosses in this game are much much larger than most of the ones in ESA 1, and working on them (and especially the graphical assets) takes a lot more time; luckily though I got a pretty nice ‘feel’ for this boss so it shouldn’t take too much tweaking to get it to work nicely.

At the beginning of the stream I also fixed some bugs in the map generator. That one is also coming along sweetly right now! :)

Weekly progress post #36: Got things done!

Today’s stream was very productive! 3 new enemies were added (although two were variations of the same enemy), a new room was implemented and a new trap was introduced to the game. The chat was also fairly active, which is always neat. The swamp area I’m working on right now is a very enjoyable biome; making it will probably be a joy(??)

I also worked on the map generator a bit at the end of the stream! Neat to get something done on that as well for a change.

Weekly progress post #27: New area!!

Today’s stream was spent on an entirely new area in ESA 2! I added 3 new rooms, 2 new enemies and a new environmental hazard. The new area feels somewhat static right now but hopefully some animated machinery and such can alleviate that. Moving platforms are proving to be problematic once again, and a feature related to them I was planning for today didn’t make it. I’ll have to look at that later.

No work done on Map Generator or Snake Game, although I’ve worked a lot on the former during the past week.

Weekly progress post #26: Debris and more

Today I made the basics of a new tileset to the game; my intention was to get to work on a new area today but alas, things took a bit longer than I thought they would and I didn’t really feel too motivated to actually work on that. I added a new enemy type, shown above, along with random floating debris that can be seen while floating in space. I’ll have to draw quite a few variations of that, though.

I also worked some on the map generator, mostly fixing bugs. I feel simultaneously excited & intimidated by the things I’m working on right now in that project.

Weekly progress post #25: Barnacles!

There they are! I added 3 new enemies to ESA 2 today along with tiny tweaks. Making them took more time than I estimated, but it was fun and I finally got around to implementing a ricocheting effect for enemies with shells.

Snake game got also some early work on the player losing while inside their plane. Making a nice-looking effect for that will be really time-consuming, I’m afraid! Also fixed various smaller bugs here and there.
No map generator work tonight.

Weekly progress post #24: Progress on all projects

Today’s ESA 2 progress was way slower than I’d have hoped, mainly due to a huge amount of tiny annoying glitches related to the new feature I’ve been working on. I tinkered with those and added some new content but ultimately gave up on trying to get everything working and instead decided to look at the glitches outside of the stream.

Snake game saw a return since I had figured out a way to fix a really horrible crashng bug in it! I spent most of the stream implementing features of the Snake Game engine in lua, but progress was fairly good and the attempted lua fix seems to do what it’s meant to, namely increase the FPS (although I had MMF’s debugger open while testing for a long time and interpreted the related slowdown as indicative of additional needed optimization). There were a couple weird and potentially annoying glitches left in the game after the conversion was done, but hopefully those can be ironed out.

Map generator saw the addition of lighthouses! That is all.

Weekly progress post #23: Design issues

In today’s stream I ended up having to give up my original plans due to a particularly nasty design issue. I might have an idea of how to fix it thanks to Mokesmoe suggesting neat solutions, but I’ll have to implement that still and it probably wont be nice! I ended up working more on little details and adding a bunch of powerups along with polishing certain bits that needed it. In the end progress was pretty nice overall. I also implemented a bit of stuff for the world generator, but again public opinion made me turn back to ESA 2 after a while.

Weekly progress post #21: Boss things!

Today’s stream was spent on a new boss in ESA 2! This one is possibly somewhat “nostalgic” for players of ESA and will also hold some (hopefully) neat plot importance. I got the basic structure of the fight working fairly quickly, but the arena and everything related to the encounter is really bare-bones and in need of heavy polish.

I started the stream with the map generator but quickly changed to ESA 2 due to people mentioning wanting to see it being worked on, haha. Apparently the stream was also picked as a “community pick”, meaning that it was showing as the “main” stream of the #gamedev tag. Cool??

Weekly progress post #20: That’s 5 months

…Well, almost. I’ve felt that ESA 2 has been progressing fairly slowly, but when I checked last week, a surprisingly large amount of the map was done! There’s tons of work ahead for sure, though.

Tonight I added 3 new rooms, although 2 of them ended up being really rough drafts just to get to the next boss, on which I also worked a little bit. This boss is one I’ve been looking forward to, because it marks a rather important plot point and I have a fairly cool idea for how the boss might work. We’ll see!

I intended to work more on other projects, too, but ended up only concentrating on ESA 2. Oh well!

Weekly progress post #19: Rooms

blocks

I didn’t really have a good idea of what I was going to do in today’s stream, but in the end there was plenty of stuff to tinker with. I spent most of the initial stream implementing a somewhat complicated lua code for the map generator (which will need some further looking at!! (Except I just now implemented it, hehe)) The rest of the stream was work on ESA 2 without any specific aim but with some really nice results; 3 new rooms were added and I had some time to refine the general idea of how things will work. I also reserved one room for a puzzle of some sort – it’ll be interesting to try to figure out how to approach those in this project.

In the end of the stream I also tinkered with a silly little colour-manipulation thing. It might be too inefficient to turn to use but it was fun to make!