23 September, 2012

GP Race Manager: The Rebirth

In March/April I started making a F1 management game for Android , Linux and Windows systems (called GP Race Manager - here and here ).  But, I was using two seperate programming languages, Basic4Android for the android version and blitzMax for the PC version.  But, this was too much as they are completely different development tools (As well my opinion that b4a, not being up to the task of a management game) and I was writing two different versions of the same code.   The game was put on hold and I started other projects.

But now, I've restarted the game.  I'm using one language to make the game (processing) and the Linux/Windows PC version will be identical to the Android version, except for the screen layout.   This is because I think the buttons for a touchscreen Android device (mobile phones, tablets)  need to be different to a mouse driven device such as a PC or laptop.

My main focus will be to try and finish the other game (mission: infiltrate) as talked about on this blog, but occasionally when need a break from mission: infiltrate, I will do a little work on GP Race Manager.  And when I've finished mission: infiltrate I'll turn my full attention to GP Race Manager.



Progress: Version 0.1
Basic navigation system setup(buttons, different 'screens').
Loads data about teams, drivers and engines.
Can select a team.

Screenshots:




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.

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.

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 ...