16 September, 2012

mission infiltrate: One Room or lots of little rooms?

The screenshot below shows a new map being made in the level editor. (I'm going to add more objects to the game in the future to make is look less 'bare').

But one thing I'm still thinking about is whether to make one room levels like the one above (as this is turning more into an arcade shooter at the moment) or to have a level made up from lots of little rooms, which could mean very big levels overall while not using up as much resources/processing power on the phones.

However having a mission compromising of lots of little connected rooms would add a lot more time onto the development of the project because I'd have to change  both the level editor and the game.  Currently as said it's very easy to make a level like the one above (if anyone wants to make a level, please contact me below). 


mission: infiltrate - enemies cone of sight

Here it is, the beginning of a working cone of sight, obviously from the screenshot, a future fix will to make it that the guards can't see through walls.

If the player does walk into their cone of sight (or their view/sight range), they are set to the alert mode 'kill' as discussed before.


Still hoping to finish this action/stealth game for Android phones/tablets by the end of this month, but it will be tight.  And then I'll try and optimize it for Linux and Windows PC's because the current basic control system works best on a touch screen, so for PC's I'm thinking of introducing keyboard control.

After this game, my plans continue to be to restart my Android F1 management game and also make a small space shooter game.

13 September, 2012

mission: infiltrate. The Start of enemies.

Today, I've started the difficult part of the game, the enemies.

Right now I've got the enemies being set to 'kill' if the player walks near them.
Currently, when an enemy is set to kill, he just turns to look at the player and shoots at him.  This has been implemented today (as shown in the screenshot below):

Eventually, the guards will follow the player, and will only be set to alert or 'kill' mode if the player enters their line/cone of sight.


I've also fixed some bugs such as an incompatibility between the editor and the game that messed up the players starting position and the initial screen 'offset'.

Finally, I fixed a problem with the size of the 'level select screen' where the mission boxes/buttons weren't adjusting properly to the different screen sizes.  This can be seen in the two screenshots below, which show two different resolutions (one for PC and another which is a typical android screen size).  Obviously, it needs more work to make it look more visually appealing, such as images for the different levels.  But that will be left for the end of the development stage.

11 September, 2012

mission infiltrate: Video Update.

I've made a lot of progress in terms of what makes the actual game today.

As shown in the video below, the game is now playable and the level is winnable, in that completing the objectives (in this case finding secret documents and secret plans)  let's you finish the level when you reach the escape/exit point.

Also, the computers now turn off the alarm for the lasers, and you need to get the correct security key card to be able to go through certain doors.
Also, messages are now shown to the player in terms of what's happened at each 'action' point.



 I've also added a temporary title screen and basic level/mission select screen. Although I still need to improve these and add mission briefing/debriefing screens.

shooter game: a possible title?

I've been thinking of a title for my game and currently like:

mission: infiltrate

I've been creating a menu system that I can use in all of my games for the future and have a basic setup working for the game, which allows you to select the level or 'mission'.

Here's the current title screen, (it may well change in the future):

Tell me what you think.

10 September, 2012

Overhead shooter game. Today's Progress

As shown in the screenshot below. I've made some progress in the the game-play area of the game.   Now, in the editor the objectives can be setup, for example:
1: go to computer to turn off laser.
2: pick up security pass.
Currently the objectives are marked with a small red square as shown in the screenshot below, but I'll probably remove this for more difficulty.  Also, I've started to define all the different objects, such as the laser sets off the alarm (and will later alert the guards).

I've also made a list on a piece of A4 paper of all the tasks I need to do, divided into appropriate headings, such as 'Enemies' and 'Game Play' and then tasks that need to be done and are important to the game, and in a different colour other tasks that I'd like to add once the important tasks have been finished.  

Hopefully, this will allow me to concentrate on the core gameplay tasks that need to be done first.  And then I can think about adding cool features, such as lines/cones of sight for the guards.

I still don't have a name for this game.  any ideas?

09 September, 2012

Concept Picture


No, I haven't stopped and canceled another game mid-development.  I just had an idea for a type of game I'd like to make for mobiles, and drew a rough concept image to help me visualize it.  I'm not sure whether I'll make this game and not sure whether it would be a small strategy or action game.

I'll finally have time to get back to work on my games and my overhead shooter.
I've decided that it will be more action orientated (although I'd like to make a 2D Metal Gear Solid style game in the future).

still alive..

I'm still alive. Currently considering whether to continue the racing game in 3D with monkey or change to Unity3D (which I've been ...