Fall GameJam 2011

26 09 2011

My word do I have a lot to write about here… I’m thinking come Spring GameJam, time permitting, I’ll set up a section specifically for that, and do a bunch of micro-posts on our progress. That said, it’s a bit late for that now :P

The theme this year was “Overload” – our game concept was basically this: the major tech corporations are all working together to take over the world, you player a “hacker” and try to take down their servers by overloading them.  You do this by moving around inside the “server”, while a bunch of “minions” follow you around and do the heavy lifting (a lot like Overlord or Pikmin)  We called it DDoS (Distributed Denial of Service, a technique used to do pretty much just that).  Menu’s and such, while they turned out very nice, and were a lot of work, weren’t really impressive to any non-programmers, and their development sorta spanned the entire development period.  We used XNA with C#, so we could  develop more easily for the PC and XBOX, but we wrote our own engine from scratch – graphics management, input handling, collision handling, etc.  The engine is really, really solid – once we get a chance to clean it up a bit, maybe make some small changes, I’d really love to pull it out into it’s own project, so we can later use it as the base for other games.

The menu’s were primarily Brian’s work, and while they’re quite impressive, I don’t know enough about them to discuss them at length.  The immediate game-play, how rooms are handled, how connections between rooms are handled, etc. was primarily Josh’s work, so again, I don’t really know enough to discuss at length.  My work lies primarily with the gambit-based AI system.  It was based pretty strongly  on the Final Fantasy 12 Gambits, or the tactics system from Dragon Age.  Basically, all AI controlled units get a set of “Gambits”, each of which has a condition, and an action to be taken if that condition is fulfilled.  These could be things like “If an enemy is withing 200 pixels, shoot at them”.  The object has several of these, which are checked in order, with the higher  ones taking priority.  So if the previous example was in the second slot, and in the first slot was a Gambit that read: “If a nearby ally has less than 25% health, heal them”, then any time a badly hurt ally was nearby, the unit would concentrate on healing them, but if all the allies were  okay, then it would attack any enemies  that came within 200 pixels.  With a large enough set of gambits, this can become a very powerful and flexible system for AI.  Since I’ve set it up such that any condition can be paired with any action, we’ve got a fair-sized list even with the 2-3 actions we’ve currently got.  We had planned on letting the player customize the gambit list for his little AI controlled minions, but didn’t have time.

Development of our game actually went really, really smoothly through Friday and Saturday.  It wasn’t until the last freaking minute on Sunday that we found all these nasty bugs with the collision engine, and didn’t have time to fix them… competitive fail, but I think we learned a lot even from that.  I learned a lot about programming, but I also learned quite a bit about the team and project management.  First off, I think for future projects we’ll stick with Tortoise SVN, cause Anhk is really buggy xP  Second, come the Spring competition, we’re going to spend more time sleeping :P   I only slept for 2 hours, Sunday morning.  Thing  is, if you sleep for even 6 hours a night, you give up a quarter of your development time, which we really can’t afford to do.  That said, I think if we managed, say, four hours a night, or three 2-hour naps each day at different times (so we’ve always got at least one person working), that the lost time  would be made up for by the increase productivity from being better rested.

That’s all I can think of to say right now, once we get a more workable demo, maybe I’ll put a link to it here, if the guys don’t mind.





I’m Back

13 09 2010

I went a while recently without writing anything here, and Lord knows it isn’t because nothing interesting has happened, quite the opposite, up until now (which is painfully ironic for reasons I will explain later) I’ve been so busy I just haven’t felt up to it before bed.  The horrible irony here is that, it is currently 2AM Monday morning, I have had a grand total of 4 hours of sleep, since 7AM last Friday.  I’ve spent the last couple days at Southern Poly for a 48-hour game challenge, in which we had 48 hours to make a game based on the concept of “Joint Reliance”.  The team I joined made a platformer in which you could toggle between two characters with different abilities, each reliant on the other to solve the puzzles.   Read the rest of this entry »





Tower of Azari Version 0.31 Released

30 05 2010

See the README file for a list of changes.

LINK





Tower of Azari v.0.309

27 05 2010

Yes, I realize I skipped 0.308.  It’s intentional, and the reasoning is simply this:  I wanted the completed rewrite to be version 0.31, but all I have left to do is cleanup, bug fixes and documentation, so if I hadn’t skipped 0.308, the finalized rewrite would be 0.309….  Yes, I am that picky.

Anyways, I won’t bore anyone further:

LINK





Tower of Azari v0.307 Release

23 05 2010

Added saving, loading and made some changes to the magic display.

DOWNLOAD





Silence Explained and a New Release

14 05 2010

Long story short, I’ve been busy lately, and had been messing with other options, like a self-hosted/designed website.  However, I really don’t have the time to maintain a website right now, so I’m sticking with this for the time being.  Sorry for the silence, but there has been progress, I’ve just been forgetting to document it here. Read the rest of this entry »





Comment Approval

23 12 2009

I do apologize for missing a couple of the comments stacked up for approval.  Unfortunately, I seem to get a lot of spam comments that push real comments lower on the list…

I’m going to look into only requiring approval from people who haven’t posted before, hopefully that’ll make it easier for anyone who wants to comment regularly, while still blocking most of the spam…





Tower of Azari v0.301 Released!

11 12 2009

My apologies for my silence, but I haven’t been idle!  I’ve begun a complete rewrite of Tower of Azari, in order to clean up the code and give myself an excuse to make a couple key changes.  Version 0.301 of Tower of Azari has been uploaded to my 4shared account.  The link can be found below.  I probably won’t bother updating the official page, since this isn’t a full release, but feel free to try it out anyways.

Note: Version 0.301 is a tech-demo, and is far from being fully playable. It has a working menu, map generation, movement, doors, message log and some other things, but there’s no monster to kill, no loot to collect, and no goals to achieve. Version 0.30 is mostly functional, if a little buggy, so if you’re wanting to try Tower of Azari for the first time try that one first. That being said, if you’re interested in seeing where I’m taking it with the re-write, check out the newer version.

Still interested?  Here’s the link!





Tower of Azari Version 0.30 Released – MAGIC!!!

17 11 2009

Version 0.30 of Tower of Azari has been released, and magic is in!  It’s a little buggy, and the code had become completely unmanageable, so a rewrite is in order very soon…

Read the rest of this entry »





Tower of Azari Version 0.29 Released!

10 11 2009

Biggest changes include ranged weapons and the new “classes.raw” file.  Read more for a full list of changes, or check the Tower of Azari page for the download.

Read the rest of this entry »








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