SpeedHack Blogs
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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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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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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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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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Main menu ready
Ready, functional and now some gameplay is active too.
I'm tired, see you tomorrow morning !
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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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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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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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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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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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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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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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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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#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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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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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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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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My game is literally on fire
I'll probably try to add some gameplay tomorrow...
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Back to coding
I have a few hours this morning that I can spend SpeedHacking.
I hope I'll make some progress !!
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5th Hour Update
I knew using the c-ish language would be a bit of a handicap considering how long it has been since I've coded in it. I feel as though I'm speaking some form of Old Speech that when lands move as told, I feel an awakening in a slumbering power.
The challenge, however, is when the scripts say "speak friend" to provide access to the proper instances, it is too long spent before I deduce that literally must I say "friend".
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day #1 state
Come on kids! Recess is over!
Meet Ms. Teacher and her school class. No game logic implemented yet, but I have a vague idea what I want to do.
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4th Hour Update
I've now gone through tutorials and gotten primitive text input working (a huge milestone for my game concept). Thanks to Mark Oates for helping me get past my first roadblock!
Quick break time.
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It's not meant to be curved!
I pixelled my approximate idea of what all those retro 8x8 fonts should have been. Then I made a shader and did some stuff to make it look all scanliney.
And then, I tried to flout the laws of physics while simultaneously learning a whole new branch of maths from Wikipedia. Honestly I'm surprised it didn't just explode on me, but I really wasn't going for the old-CRT-style curvature you can see here. I'm categorically perplexed as to how that ...
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Into Hour 3
2 hours down. I've designed the idea that fulfills the requirements, setup a repo and established a game loop. Reading tutorials, manual and wiki to fill in some gaps to plan out my approach to the first bit of game mechanics.
I have two names for the game. I'll share later should I officially land on one.
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Some progress has been made
Thanks to a distraction that he knew would be long, but still ended up longer than he would of have like, Miquel of Fire has not only got a name for his game, but also a general layout for how the game will work. That distraction ended up taking away too much time for him to code.
As is the nature of the contest, he hacked away at some code he had the last time he did this trip. He's at a point where he needs code that would have to be created for the game he had ...