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Archive for the ‘Games’ Category

Advancing army…

21 Aug

Got some more game logic in the game: the army now advances…

The army can only spawn in grass-tiles on the left side, and it advances choosing randomly a direction (up, down, right), prioritizing up and down (to avoid having too many “straglers”).

screen02.jpg

Took me longer than normal, since I did an XML system to be able to customize any unit… so adding new units, is just editing the XML file (data-driven code ftw!).

The sprite is traced from Oryx’s sprite pack from the TIG Assemblee competition (really like that pack)… I zoomed it in Photoshop than placed all pixels by hand in a new image, adding the small feet animation aswell… Think this is allowed and it looks much better than something that I started without a reference… Going to do that for the rest of the graphics, since it looks nice…

Now to get some wall-destroying logic going… The army will only attack the wall if he can’t move forward anymore (the army never retreats!).

 

Lunch and tilemap ready…

21 Aug

Just finished my lunch:

IMG_0414.JPG

Good chicken takeway… 🙂

Anyway, got the tilemap working, which is read from a text file…

screen01.jpg

The blue thing on the right is the castle… need to change the colors, looked better when I was drawing it… Maybe swap the rock for trees for “impassable” and use grey for the castle walls…

Anyway, now to get the army moving…

 

An idea!

21 Aug

Had breakfast (bread and liquid crack AKA Nestea Orange):

breakfast.JPG

and inspiration hit me… I actually got a decent idea!

game_design.JPG

The idea is a mix of Bejeweled, Puzzle Quest, Possession Mechanics and Tetris…

An invading army is attacking your castle and you have to possess the right type of enemy to deal more damage to the surrounding units… It’s kind of complicated to explain without visual aids (hopefully, or else I won’t be able to do decent instructions and nobody will understand my game).

I think this is pretty simple to implement, so I won’t use my engine and go back to my old LD#17 framework to do the game… if I’m lucky I’ll be able to make the compo instead of the jam, let’s see…

Going to use placeholder graphics until I have a firm grasp on what I’ll need to actually draw…

Really excited by this one…

 

Just starting…

21 Aug

Just woke up… and I don’t like this theme… need to brainstorm for a bit to find something…

There’s lots of different options (since I can’t find any clever way to “corrupt” the theme):

  • Possession mechanics
  • Use the bodies of enemies as weapons
  • Create new weapons from the body of fallen enemies
  • ….

Not terribly original stuff… I’m participating in the jam, so I got a bit more leeway if I can’t find anything decent to do.

Desk photo:

deskphoto2.jpg

Now to have some breakfast and think about a decent idea…

 
 

Just an ordinary blog, nothing to see…. :)

25 Jun

Well, this wouldn’t be a blog if I didn’t come from time to time and apologize for little updates…

But I have a really good reason: I’m changing jobs and it’s been a massive undertaking to do so, and I haven’t had much time to play, watch movies and even work properly…

So, except some updates in the near future, as soon as I get some free time back (probably next week things will be calmer)…

So nobody can’t complain that this wasn’t a real update, check out this trailer of “El Shaddai: Ascension of the Metatron”… haven’t made up my mind on what I think about it, but it sure looks different:

 
 

Darksiders

11 Jun

“Darksiders” is a game by Vigil Games is huge… that’s the best adjective I can find for the game…

For me, the initial draw for this game was the fact that the concept art was being done by Joe Madureira, a comic book author of some renown that I love. Later I found out that the game story was also done by him, which peaked my interest further…

At first glance, “Darksiders” is a God of War clone, in which we control “War”, one of the Four Riders of the Apocalypse… In this story, though, the Riders are like a force of Balance between good and evil, more than the end-of-days characters we’re used.

In the game story, “War” comes to Earth during a huge fight between Demons and Angels, but he is alone… His brothers aren’t with him, and his influence in the events is weighted by the Council that enforces Balance and is deemed that he didn’t have the right to interfere… Because of that, he’s sentenced to death, but he convinces the Council to give him a chance to prove his innocence and is sent back to Earth, 100 years later, devoid of powers and with the mission to find out what really happened, if it wasn’t the apocalypse…

Yep, the story is that hard to follow, but that’s part of the charm of the game! 🙂

Anyway, saying that “Darksiders” is a GoW clone is completely unfair… It’s like comparing a Ferrari with a Mini, because both have wheels… 🙂

While the combat and graphics in “Darksiders” isn’t as good as in GoW3, for example, it makes up in a much better story (GoW’s was a bit simple) and in the amount of things you can do…

I mean it, every weapon and special power that’s ever been in any 3rd person action game is on “Darksiders”… and I mean EVERYTHING! The game is a total whore for getting things that worked great in other games and add it to their own, twisting it just enough to fit the plot and setting… And while the resulting system isn’t as polished as the original one (for example, the time-manipulation thing isn’t as good in this game as it is in “Prince of Persia” or “Soulreaver”), it makes up by not failing completely and having loads of different mechanics and using them combined in puzzles in a very neat way.

The boss fights are huge (and most of them are very nice), riding Ruin (War’s horse) is totally awesome and the graphics have a fresh look to it, being more comic-book like than realistic.

All in all, the game lasted for 12-hours (which is lots of time, considering most games you can finish nowadays with 7 to 8 hours of play), and is excelent value for money (especially if you want to get all the bonus stuff and all).

Of course, the game isn’t without its flaws… The main character doesn’t have that much personality into it (going from dark and broody to dark and broody and homicidal in 5 seconds), although the supporting characters are interesting and well done; adding too much powers and weapons to the game instead of balancing the existing ones, or polishing them a bit more; some nasty bugs regarding collision detection (one of my pet peeves, to be honest).

To be honest, the game’s biggest flaw was that they added so much stuff in it, they didn’t polish what was there already…

So, in summary:

Darksiders

  • Gameplay: 10/10
  • Story: 8/10
  • Graphics: 8/10
  • Sound: 8/10
  • Everythingness: 10/10
  • Overall: 8/10
 
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Back!

04 Jun

Hey all!

I’m finally back, after a short interruption… this was due to the move from my old blogspot blog to my own webspace. This way I get more control on themes and can add some new stuff…

One example is my new gallery at http://gallery.shadowcovenant.com, where you can see some screens of stuff I’ve worked on…

So this entry isn’t just about the website, let me tell you about Alan Wake… 🙂

I picked up the game two weeks ago and played through it in 3 days… not that the game is short (although it’s not JRPG long), but because I found it enthralling…

First, let’s get the bad stuff out of the way… it’s a game that shows its age… Being in development for 9 years wasn’t kind to it in some aspects, mainly the animation (especially the facial). Character movements seem stiff and unnatural and lip-synch and facial animation is terrible… maybe Heavy Rain spoiled me, but for a game so dependent on story development, it kind of fails in the human emotion department…

Thankfully, the atmosphere of the game is amazing, with the forest (where you do spend most of your time) settings looking brilliant, with the interactions of light and darkness giving rise to fantastic tense moments…

The game follows the story of a writer suffering from writer’s block that goes to a small American Midwest-like town for some vacations with his wife… and then his wife goes missing and he finds he has written a book he doesn’t remember writing… Convoluted plot, but completely in synch with Stephen King’s finest… and this is the major flaw of the story of the game, to be honest… I always have the feeling I’ve read this before… but if you’re doing something similar to something another one has done before, do it with style, and that’s what Remedy has done…

The action segments are very well done, I genuinely got nervous every time an axe murdering Taken appeared, and even when they weren’t on screen, sometimes even bushes gave me a scare… The combat system, with the light+bullets approach, works well to enhance this feeling, and the only failure of this system was that the cutscene system always showed where/when the enemies were approaching, which deterred a bit from the “what the hell is that” feeling.

All in all, although the game has lots of faults (including a kind of WTF ending, missing boss fights, terrible facial animation, etc), it was a very good game and I enjoyed playing it very much… Remedy once again that they’re the only ones to be trusted with psycho-plot creation and development…

Unfortunately, I’m not seeing Alan Wake becoming an iconic figure in videogames like Max Payne was… We liked Max Payne, we wanted to be Max Payne… Alan Wake is just a big pansy that writes and whines a lot… 🙂

Anyway, time for numbers:

Alan Wake

  • Gameplay: 8/10
  • Story: 9/10
  • Graphics: 7/10
  • Sound: 9/10
  • Stephen Kingness: 10/10
  • Overall: 8/10
 
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Drawn – The Painted Tower

17 May

Lately, I’ve been playing “Drawn – The Painted Tower” with my wife, and I must say that once again, the guys at Big Fish Games have done it… And by it, I mean create a casual game that has me entertained for some hours… 🙂

“Drawn – The Painted Tower” is a departure of their usual “find-the-object” gameplay system present in the “Mystery Case Files” series, being more akin to the “static-screen” graphical adventures of old that to that gameplay mechanisms…

It has the usual puzzle-solving (align colors, do a tangram, etc) and graphical adventure (use object A in spot B). My only complaint is that it’s a bit easy so far (haven’t finished it yet)… I’ve only used the hint system once (and I regreted instantly, since I should have tried harder), and although it’s a nice touch, I wonder if it doesn’t spoil the game a bit (having that help there, without any apparent drawbacks seems like counter-game, but they probably know what their player-base wants, since they’ve been doing this sort of game for a long time now).

The game theme is also different from their usual fare: a girl is captive in a tower and we have to find out who she is and how to free her… and while the story is kind of simple, it has that fairytale vibe that seems easy to achieve, but isn’t.
Visually, they eschewed their usual “realistic painting” look for a more “hand-drawn” approach, which works better for this kind of game… in some moments, it kind of reminds me of Tim Burton’s work (for example, the daytime clocktower painting).

All in all, it’s a very fun and entertaining game, that sadly is a bit easy (which makes it a great introduction to the genre for newcomers, to be honest)… and for $7 USD, it’s a steal! 🙂

Happy gaming!

 
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Editor

04 May

Hey everyone…

I know, I know, I’ve been quiet lately… Reason for that was that my World of Warcraft account got hacked last week, and in trying to find how that happened, I didn’t trust any of my computers to log on to anything… :\
Still haven’t figured out how I got hacked (probably a well hidden worm, trojan or keylogger), so I decided to just format all my PCs…

Anyway, I’m back and been super-busy with my all-purpose editor…
Lifting the veil a bit:


What you’re seeing is the 2d map component editor…

What my editor does is handle “components” that have “entities”, which in turn have “properties”. These properties can be class-driven (so out of the box, my “2d objects” have a size, position, etc, etc… You can see the property editor in the right lower corner of the screen.) or custom added by the user.
This type of system has lots of nifty advantages… one of them is that the properties can be edited in a series of you, from GUI components on the property editor, to directly through the viewport. Another advantage is the fact that the undo system becomes way easier to build… I have unlimited undos/redos on this editor, which will make it easier for content creators to access… I’ll probably make a post about my property system in the future, since it has a lot of nifty macro tricks so that adding a property is easy.

All the system is built using the Win32 API (so no MFC, .NET, Widgets or any kind of external tech). Reason for this is that in the past I’ve used my own library (too much work to add stuff, looked ugly, was unwieldy and unnatural) or wxWidgets (and I usually came midway through the project thinking I was fighting wxWidgets more than the actual editor code).
It has been a fight getting this to work at all (since I just use the Internet as source of information on Win32 API), but I think it’s well worth it… I can create a new control type very fast nowadays, after the initial “Where the hell is this?!” or “How can I do that?!?!?!”…

The project managment code was also a bitch to get right, since I wanted this editor not only to encapsulate asset design, but also the project managment part of it. For example, when you want to add a 3d model to the system, you don’t just dump the file in a specific directory, you import it to the project, where he does all sorts of nifty things, before storing it in an easily parsed XML format (which is also good to merge using CVS tools). Later, you can invoke the “compile” command which will turn the files into binaries, for faster loading, etc.
It can also launch external applications (for example, the game executable, so the user can see how the level is playing, for example), or text editors (to edit scripts and such).

All of this took a bit in creating, but I’m very happy with the results so far…

Hopefully I can lift the veil a bit on the inner workings when I get some time to write some tutorials… 🙂

Until then, catch you all later!

 
 

Giving up…

24 Apr

Although I was psyched with this compo, the fact that the theme is islands sapped my will to finish this game…

Nothing wrong with it from a technical standpoint… no bugs, no nothing, it was terribly easy to code, to be honest…

I did an island-based game last time, and bar remaking that one and improving it, I’m not having decent ideas for games, and there’s no point in wasting a whole weekend on this if I’m not having fun…

Next competition I’ll be back… 🙂 And hopefully, I’ll be able to come up with a better idea that I actually want to finish… and I’ll practice my sprite animations, so I don’t lose 3 hours making a stupid and terrible walk cycle… 🙂

Good luck everyone! Last screenshot for the road:

screen08.jpg