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Active: 1269 users

Birthday! :D and other stuff.

Blogs > Sir.Phalanx
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Sir.Phalanx
Profile Blog Joined April 2012
Japan195 Posts
December 11 2013 09:55 GMT
#1
So first off - It's mah birthday! Yay! Big whoop!

[image loading]
A very big whoop, as a matter of fact.

So yay and all that jazz, I'm older. Spent a good deal of my time today looking at (and thinking about how/what to write for) an application for MIT's Research Science Institute, which basically is like a summer-camp for the sciences... as far as I understand, anyways. It'd be amazing if I could get accepted in to it since it's completely free, but I think that my chances may be a little slim since they'll be choosing the tippy top high school juniors in the nation. I like to think that I'm smart but reality is harsh. I think the only real chance is if the program still has their old system in place of 3 students from Department of Defense Education Activity are guaranteed a spot...

Well now that I'm through with some life stuff, on to a bit of progress that I've made with my game :D. Still pathetic and only working with spheres/cubes, but at least it's better than thinking of how great it would be if i started working on a game.

http://www.wikiupload.com/UPBY1KPXB9CANPN
Controls: WASD move, rightclick to shoot "gun" (cost 1 point), F to create "wall" (cost 1 point), and Q to create "shield" (cost 2 point i think)

I've finally gotten rid of having to press the space bar to move on to another wall (although it's still in place, so I have to remember to disable that soon ). I've also added in a way for you to actually see a line leading you to the remaining points that are on the screen. I implemented a linear scaling to the speed of the enemy balls (chance spawn with greater speed depending on how many points you have), but this scaling seems pretty bad so I don't plan on keeping it. The wall weapon so far seems fairly useless, and the shield weapon sometimes doesn't work at all if you're moving in the wrong way. Anyhow, it's a bit of progress-ish.

[image loading]
Too much technologies for my brain to handel!!!

The biggest concern for me at the moment is how to set up the camera. I don't think that I want to give the player complete control over the direction in which the camera is facing... (mostly because i'd have to do more scripting ) However the angle of the camera is continuously a issue that I can't quite solve. There is a need for the camera to have enough of a bird's-eye angle so that the player can actually see the enemy balls moving at him/her. However, if I give too much of a bird's-eye view, this makes both the aiming of weapons awkward and moving to different walls harder. I find it surprising how I actually am started to come against many more obstacles concerning design rather than scripting as I get further along with this game (well, I'm not concerned with scripting because I'm fine with the coding being shit right now, but that's besides the point ).

Also, the game still doesn't really get exciting. That's kinda not a good thing... unless I can make it hypnotize you and make you addicted to it like drugs.

Well, thanks for reading and such my good people of TeamLiquid, and I hope you have a fantabulous day. Reveal the spoiler to see the joke of the day, and go along with your puny little life!!!

+ Show Spoiler +
SirPhalanx's Social Life


***
Go to school - Laddder - Sleep - repeat. Who needs a social life anyways.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19288 Posts
December 11 2013 17:20 GMT
#2
Programming a game on your own makes you realize how important game designers actually are. It's a huge time sink to worry about design when coding it is the best part! When I make a game on my own, I choose small objectives to program that way my mind doesn't try and over scope by getting into other parts of gameplay on top of the current task I'm focused on.

So for your camera issue. There is basically a trail mode camera. You can set this camera up so it will move to position behind your character but it won't snap with the characters movement. That way if the character turns left he doesn't immediately lose the field of view he just had. You can also on rotation have the camera increase distance away from the character in order to temporally broaden the possible view spectrum. This rewards constant movement versus stationary play.

Creating a good camera is super important to having fun game play. If I had time I'd put together pictures on his this works, but for now Happy Birthday.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
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