Showing posts with label topdown. Show all posts
Showing posts with label topdown. Show all posts

11 February, 2013

Still alive. Update. Two F1 Games

I'm still alive.

Since my last post, I hadn't done much work on any games until this last week.  I'm working on two games, Grand Prix Super Manager, which is a F1 management game for Android, PC, flash and also Grand Prix Hero a top-down 2D classic F1 racing game...


Main Project Update: Grand Prix Super Manager

I restarted (GPSM) my F1 management game last month, and have started working on it again.  To be honest, I'm not going to make any promises about when it will be finished.  All I can say is that it will be finished when it's finished. whether it takes a month or a few months.

All screens will be redesigned, and I'll be focusing on the Grand Prix weekend simulation first, as that is the part that stopped me in the past, and once that is finished, I'll just have the easier parts to do.

Here are some screenshots:


The beginnings of the Pre Race Press Screen, where you can select how much promotional work you want your drivers to do.  Hopefully this will be more interactive eventually.


The team select screen.  I'll eventually include more detail and maybe graphics and make the HRT team editable, but for now it works and is functional.


The current state of the Grand Prix weekend session screen which I'm currently focusing my efforts.  It will eventually look better, but I just want to get this monster finished first.




Second Project:  Grand Prix Hero
I'm also working on a small 1960's F1 racing game called Grand Prix Hero.  Hopefully it should be available for Android mobiles and on the internet via flash.
Right now, I have the beginnings of a basic track editor, and also in the game you can drive a car around the track.  

The current state of the game.(Graphics are temporary)

The current state of the track editor.

29 September, 2012

mission: infiltrate. Motivation and finally fixing that problem.

Sometimes, if your stuck on a particularly piece of code in a project, it's good to leave it and have a rest from it for a few days (as long as you make yourself come back to it).  For me, when I have a problem that I can't solve, either, by myself or via the Internet, it really affects my motivation, and that has been the reason that I've never finished a game that's more than hangman or a 5 minute diversion.

I've just had one of those problems for more than a week.  I'd been having problems with the enemies 'line of sight' and stopping him seeing the player through walls and solid objects, depending on the angle he was looking.

 If my past habits where to go by, mission: infiltrate would be dead.   I didn't want to touch the problem or even go near the game for ten days.  But, today, I forced myself to sit-down and try and fix the problem.  Well, what I actually did this time was remove ALL of the code that I was having problems with and tried to rewrite the function from scratch (although, it did take me 3 times to get it right).

The feeling I got when I could see and knew that I only had to change one more line of code to get the whole thing to work was fantastic.  "Great, the project is back on!" I said to myself.

What did I do different?
In the past, when I was in a situation like this, I would have just switched off the development environment and not opened it at all this would eventually lead to the death of the project.  

This time, I turned my attention of setting up the basics of my next project after mission: infiltrate, GP Race Manager(as posted about in this blog), that kept me in the programming frame of mind.  Also, I didn't leave the mission: infiltrate project completely closed.  Every day, I'd open it just to remember where I am, and also I've worked on some other areas of the game, that aren't really related to the game-play, such as menu's or adding new objects to the game.


As well as fixing the line of sight problem, I've also added that the screen starts to go red, little by little, when you are hit by bullets.  Also, for the PC version, the right mouse button is now the shoot button, as the shoot button at the bottom of the screen is designed for android touch-screens.  Screenshot:




25 September, 2012

mission:infiltrate. More small updates..

What's new?

The mission select screen has been slightly improved, showing which missions are available.  I'm still not sure what I'm going to put in the boxes though.


A green health bar has been added at the bottom (it's graphic needs improving though).  Also, a health pack has been added.


When the player, the mission failed screen appears. A mission successful screen also appears if the player completes the objects.

Also, on a minor note, bullets now pass over low height objects such as tables.

24 September, 2012

Mission: Infiltrate update

Today, for my 2D topdown shooter 'Mission: Infiltrate' I've added the start of a pre-mission briefing screen where the player will find out there objects. Obviously I'll try and make it look better at another daye.
 Also, I've made some progress on the enemies line of sight, with them not seeing through walls, but it still needs a lot of improvement and I'd like to come back to it.

23 September, 2012

mission: infiltrate. Slow progress this wek.

This week I haven't made a lot of progress on my 2D topdown shooter game, Mission: Infiltrate because I've been busy in my personal life.  But I'm still determined to try and finish this game.

Not much to report on progress, but, since last time, the enemies now start to move towards the player if they see him and stop when they reach a solid object.  Also, I've added reloading to the enemies weapons and have added some new objects to the game, such as first aid kit, and cupboards (where ammo and things could be found).

I've also started to put screenshots of all games in development here:
http://sionco.imgur.com

18 September, 2012

mission: infiltrate. minor update

Just a minor update.

Today, I've given nearly every object/enemy a health level, so when shot the level will go down until it reaches 0 and is destroyed.

I've also been trying to improve the game performance for lower powered android phones, by removing unnecessary loops and checks in the code.  The device I'm testing the Android version on is a Samsung Galaxy Ace, which is a low-mid range phone and it's running quite well on it.


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.

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.

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 ...