SpeedHack Blogs
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My game is literally on fire
I'll probably try to add some gameplay tomorrow...
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7th Hour Update
I squeezed in 7 hours. I've done a fair amount of playing around text manipulation. I've now gotten one rule down, all though I'm sure testing more thoroughly will provide some interesting results...
Going to get some rest and do some swimming in the morning with the family. Hoping to put in 4-6 hours in tomorrow.
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Some screenshots
Looks like the hard part is done.
I can now point at any object in the scene, I have an isometric projection (really close), tiles, and a all the base code infrastructure for the game objects.
Progress is here:
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Game plan
Miquel of Fire made some minor changes in his design doc before he got on his computer. Instead of having water that is flammable, he would have some metal that is bouncy like rubber. As a result, he needed to change how he would put in particles in the game.
He sets off to make today a coding day.
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#BreakfastHack
I was up until about 5 am last night, so I made sure to make a good breakfast before I start day 2.
The word of the day for today is "gameplay".
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High-Risk SpeedHack
After sleeping from 6 till 12 and struggling with maths from 2 till now, I cannot tell you how relieved I am to see this shape. It means my particle system's hideous equivalent of your particle system's "pos += vel;" is finally behaving itself.
Well, this is one of the points of SpeedHack, isn't it - doing something new? I think this is the newest thing I've ever done in a SpeedHack. (That bears repeating. "I think this is the newest thing I've ever ...
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First screenshot of gameplay
Here we are my friends.
May I have the time to finish it ?
Hell I even hand made the gfx's !!
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Some hard bit
Miquel spent some time working on the UI for the main part of the game people will be looking at. After many distractions, he finally has an image to show his work. Finally, he's at a state where future updates can have pictures!
He is glad he has a cat pillow he can use at times.
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Miquel Supports Multiple Resolutions!
Miquel had forgotten to show off that his game is able to handle different resolutions. 640x480 might be the smallest however.
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Explosion in hyperbolic space!
There! Finally built and tuned the effect on top of all the maths. This explosion does not obey the normal laws of physics.
2D hyperbolic space is the opposite of what happens on the surface of a sphere. Instead of a tessellating pattern of hexagons having to be broken up with pentagons like on a football, it has to be broken up with heptagons. In 3D hyperbolic space, it could be dodecahedra instead of cubes. What you will see watching this explosion is that ...
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A little more about hyperbolic space
Two posts ago, I was testing what happened if all the letters went off perpendicular to the screen-shaped rectangle they started in. When they finally traced out circular arcs which approached the surface of the bounding sphere (the Poincare ball) at right angles, creating that apple core shape, I knew I'd got it right.
In the final effect, the camera is placed in the middle of the ball so that you can't really tell it's a ball, as with a sky box.
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Here's a derivation I did earlier
In this derivation, I was trying to derive C given B (with A and the hyperboloid fixed) so that I could project points from the Poincare ball, here represented as a line, on to the hyperboloid. The equations I needed were on Wikipedia, but were failing me.
I should have known better than to doubt the accuracy of Wikipedia, right? My problem was that my point B was outside the bounds of the Poincare ball. I was ending up with my point C below the horizontal axis. ...
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End of Day 2 - all rules in!
Due to work, C++ getting rusty, and because this is my first inroad with allegro 5, I felt we needed to severely limit the scope of this project.
So the screenshot is not much to look at, and I'm afraid it will pretty much stay like that. We're going for a text-based puzzle game, based on navigating a dialog tree.
In spite of that, or actually because of that, we've got a pretty playable game already. And ALL the rules are in. I don't think I've ever done a ...
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Main menu ready
Ready, functional and now some gameplay is active too.
I'm tired, see you tomorrow morning !
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8-ish-th Hour Update
I've been working on my project for a little over 8 hours now, which is 50% of what I committed towards spending this weekend. Time to sit back, evaluate what's working and what's not and make some director's cuts.
My game is called Elders of Ethos. You are an Elder of a tribe playing against other tribes, guiding your spirits to the heavens. I had 8 planes in mind, but I'm now going to focus on making it playable with only 3. Let's see what happens! :D ...
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Meet Chip
Miquel next step was to have chip appear on the screen. While he hasn't yet started on the "AI" for chip, he at least wanted people to see him.
He also wanted any willing people to help if they want on anything by going to https://bitbucket.org/miquelfire/sh2015
He has yet to want to deal with switching to Git, as Mercurial is good enough for him. So that's a bit of a warning if you use those ...
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day #2 state
Gameplay is coming along nicely... I might attempt some of the stretch goals like a monster chasing the kids.
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Gameplay progress
Now implemented:
- Core gameStill to do:
- Difficulty progression
- Annoying sounds
- Scoring
- Game end condition
- Think of a name!I can see it becoming a bit tight. But now, sleep.
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Getting somewhere?
The bad news is I've spent most of today putting together a state machine. The good news is it's complete and I have a splash screen that fades in and an exit screen that fades out. Not much to see yet, but it should go much faster now that's up and running. Still need particle effects, text interaction, but I have something to take care of as well as some super obnoxious sounds. Stay tuned for more updates!
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14th Hour Update
It's taking form. I still lack "sound annoyance", but I feel all the other rules are met (some a bit loosely).
Tomorrow will be a challenge to find time to contribute, meaning I'll probably have to cut sleep out before a work day (after being off for 2 weeks).
For now, I'll try to get some sleep beforehand, as the sun (or my son), will be waking me up in only a few short hours.
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More fire
I'm a bit behind schedule. I've got probably 80% of the gameplay done, but very little actual content. Had a headache most of the day, which hasn't helped...
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Good morning !
A new Speed Hack day begin :-)
Happy coding everyone !
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Will continue tomorrow
Well I've managed to get a credits screen mostly working. Yes I know I'm writing the game backwards, but I still hope to have some kind of gameplay by tomorrow. Gotta call it quits for today though. I'm beat.
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TTF FTW
Nearly a working game.
Music and effects are OK.I need to:
- set the condition for ending a level
- use some better fonts
- make the text message working
- make the end level animation
- check some more collisions
- add some more particles
See you later . -
Not looking good for time..
Well it is coming together. Trimmed down the game engine I have been working on into an ultralite version. Don't think time is on my side though. Hopefully will be able to turn it into some type of game if i'm not too busy tomorrow. Don't like my chances. Here is a screen shot. Got some bad sounds happening. The growing stuff, will happen. Particle engine, I doubt will happen. Anyway it has been fun to have a go..