Project Cake: Weapon Selection

Hi Guys,

Here’s another update for Project Cake. It’s a small one, this time.

When you’re in a combat zone, there is now a UI that lets you choose between multiple attack abilities. You can press 1 to use fireballs, and 2 to use an ice attack. You can also change weapons with the scroll wheel on your mouse.

The two attacks aren’t really balanced or tuned yet, but it gives the idea of how the functionality of it should work.

If you’d like to check out the build, please click here.

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Project Cake Update

Hi Everyone,

Just an update on cake. I added some new tilesets, so I could set the areas up right for when I get real art. I’ve also added in the rest of the tank enemies from Project Bacon. I’ve also made a few other improvements (MUSIC!) and streamlined some stuff behind the scenes.

I put notes in the build about the stuff that’s changed.

Also, I thought you guys might want to see a shot of the editor:

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Project Cake

I did pretty much all I wanted to do with Project Bacon (my little Tank-based combat prototype), so now I’m moving onto the next step.

PROJECT CAKE!

This is a test of more traditional methods of game design (manual placement and setup design principles). I’ve rewritten the engine I’m using to support using manually-created content instead of just random content.

All of these levels are currently set up using Tiled, an open source Tile Editor program. From Tiled I can set up art, gameplay, collision, and much more — it works as a full fledged editor for me.

The … Continue reading

Project Bacon Level Design Prototyping, and other updates

I’ve been sick recently, and though that has sucked a LOT, it has given me time to work on project Bacon while I’ve been stuck at home (thank God for laptops so I can code in bed).

We’ve also put out more episodes of the podcast, we’re up to episode 10. Check it out at http://podcast.uselessopinions.com

Ok, so on to the bacon! I’ve made a ton of improvements, but let’s get the boring bits out of the way first — I’ve made a ton of optimizations to the code, so the whole thing runs a lot faster. I also … Continue reading

Updates

Man, June has been a crazy month. I got sick, started a podcast, went to E3, cleaned up a horrible virus that infected my server and took down all my websites, and generally have just been REALLY REALLY busy.

(Speaking of which, podcast episodes 5 and 6 are up! Check them out over at http://podcast.uselessopinions.com)

One thing I haven’t done yet in the month of June, though, is make any posts about Project Bacon!

That’s not because I haven’t worked on it, oh no. I’ve been working, but I did a big ol’ overhaul and it wasn’t looking great … Continue reading

Combat Prototype: A “failed” experiment in weapon design

I thought it might be interesting to show a work-in-progress experiment I was doing with the players’ weapons.

I’m working first on what I call the “indirect” weapon. The basic idea is that it’s not supposed to be about getting guys right in front of you, but rather you can use it in some unorthodox way to kill enemies that a straight-ahead gun type weapon just won’t do.

My first idea was to make something like a grenade. You shoot it out and it has a big area of effect explosion that damages everything inside it. The idea was it … Continue reading

Project Bacon Combat: Prototype 4

Space Rangers rejoice! With the final enemy type added in the combat prototype is almost complete. All I need to do now is add in two extra weapons for the player to use.

Besides the gun that shoots straight ahead which is currently in, I’m also planning on having a “grenade-type” gun that throws out a thing that explodes for area-effect damage and a close-range attack that is risky but either does a bunch of damage or knocks enemies back from you. One big question for me currently is how the player will switch from one weapon to another, … Continue reading

Project Bacon: Combat Prototype 3

What’s up, Space Rangers?

I put in another few hours on the combat prototype and I’ve got a small update that makes a big fun-factor difference.

Updates:
– Added a third enemy type (Purple Swarmer enemy)
– Enemies now drop little blue orbs. The orbs are worth 15 points each.
– The purple gems that are scattered around are worth 30 points each.

Design Notes:
After adding in the swarmer enemy type (which is a small, easy version of the ranged type that doesn’t block your movement), the game is now a little more interesting.

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Project Bacon: Combat Prototype 2

Okay, Space Rangers, I’ve got another update for ya!

Updates:
– Added a new enemy type (Blue Near enemy)
– Converted the project to Flixel 2.5. This was surprisingly difficult
– Added in “gaps” (see below for more info)

Design Notes:
– Enemy Types –
The biggest change in this version is the addition of the new “Near” enemy type. The final combat prototype will have four types: Far, Near, Swarmer, and Heavy.

Far enemies essentially attack from far away. Near enemies attack up close. Swarmers are far/near enemies that are really easy to defeat … Continue reading

Project Bacon: Combat Prototype 1

I finally got a chance to work on the combat prototype for Project Bacon (in addition to a few other nifty little additions). First I’ll describe the extras I put in, and then I’ll go into a little more about the combat prototype.

Extras:
“Fog of War”: The player’s light reveals the map. Similarly, the minimap reveals itself as you play through it, instead of showing up fully revealed. This gives the game an explor-ey feel. It also makes it easier to tell where you have and haven’t been.

Game Over: The player can now die. When he dies, … Continue reading