August 2015 challenge: “Data data data”
Bitstream Manipulators - More Screenshots
Posted by JFrog on 2015/08/13 21:50
Navigating The Data - Choosing the unit and questionable code design by exhaustion
Posted by shundread on 2015/08/13 21:41
I took what is to me an unconventional decision early in this project. The "scene" is a 1x1 board. By 1x1 I don't mean 1 tile, though, but a continuum (well, a floating-point interval) between 0.0 and 1.0. Due to the fact that I'm going to be designing mostly views to the map, it makes it easy for me to reason about how much space I want a thing to take when a 0.3 means always 30% of the length or height of the map, rather than 34, 67 or 103 tiles being the same. The oddity here, being that the player will have variable size between levels, and the player's level will indicate how big the level actually is (his speed is defined as a function of his size, so it still works)
The trade-off here is a loss in precision. I could be the case that dynamic entities' movement get visibly distorted due to floating-point operation updates, but my expectation is that the views you're going to get to the levels are going to be unclear enough that such imprecisions won't be noticeable. At the very least, I hope that they won't introduce game breaking bugs.
Today's work was establishing diagonal movement and reworking of the dynamic entity to wall collision detection and handling. I initially produced a bogus diagonal collision, so I thought of restricting player movement to 4 directions. After some sleep, I was able to think more clearly and adopted a lazy approach drafted from some ancestral memory. The code is not particularly beautiful, but it works.
I also got started with the concept of a Matcher. It's basically a filter of entities in the scene/level, allowing the view to select a subset of entities to describe. At the moment I'm suspecting that a better approach would be to assign a subset of views to each section of the screen and cycling through whole views, but the idea of cycling just through matchers might still be viable. Let's think about this again tomorrow after a good rest and an exhausting day at work.
Bitstream Manipulators - More Progress!
Posted by JFrog on 2015/08/13 21:31
Programmable war - Days 3 and 4
Posted by knowledge on 2015/08/13 09:24
Hoping to make more stuff today.
Hacker Intrusion - Too much?
Posted by paeron on 2015/08/13 08:27
The Gödel Sentence - Day 5 - End
Posted by paulpaterson on 2015/08/13 05:05
Very good progress today. One thing that really helped was that I was able to build a spreadsheet model of the core gameplay and use this to tune the parameters to get the right level of difficulty and interest. That saved me a great deal of time running the actual game because I could iterate around over parameters (there's about 20 of them!) much quicker and see how the whole game would play out
I also managed to play through end-to-end and I'm happy that the feel of the game is what I was looking for. I still need to complete the dialog (yes, still stuck at 30%!) and do some polish and tuning but I think I have enough time for that tomorrow before I have to submit.
Here's another screenshot.
Rushing Mania - Progress Report - Day 4
Posted by ApathysBlessing on 2015/08/13 02:29
Fragmented ~A Dying Land~ - Day 4 progress
Posted by Jjp137 on 2015/08/13 00:14
Other than that, I don't have much to say this time. If you're reading this and you're a participant, go work on your game :)
master47pyw20 - Day 4: Had to cut back a little. Going with a simpler concept now.
Posted by Master47 on 2015/08/13 00:03
Fragmented Space - The core game is playable
Posted by cyhawk on 2015/08/12 21:58
I could only get started yesterday and the rest of the team is still unspoken for! Anyway the core game idea is now playable. You move around a grid (the hard drive) and can pick up and put down blocks. There are two hazards: a corruption and a virus.
I meant the graphics as placeholders, since they were just clicked together with a trackpad. But I'm getting used to the looks. Maybe it will be good enough.
So now I can test the gameplay. It's not too bad. The difficulty can be easily adjusted by how much I fill up the board. The hazards are meaningful, but I'd like more variety. However the game is still a bit unrewarding. Some effects could improve that, but we also need some gameplay rewards. Something you can pick up and benefit from. Temporary flight maybe? A robotic helper? Will have to think on it.