Blog 712: Time-To-Crate

Three years have passed so quickly and yet so slowly, since I threw that first prototype together from random bits of script off the internet. I had destructible crates in that first prototype, but they just never quite felt necessary when I started the real project in earnest… until now.

Yes, I have finally added crates. Loot-containing, on-death-disintegrating crates. It didn’t take three whole years to implement crates, just that long to get around to it. Honest!

Continue reading

Blog 710: Fun With Level Generation

Every so often in your life you realise you’ve gone down a massive dead end, and you have to go back to go forwards. This is the point I’ve now reached with my existing level generator; to add the decorative features and traps and sensible enemy placement I need, the current approach just ain’t going to cut it.

So enjoy this video, because it’ll probably be the last visual demonstration for a few weeks.

Continue reading

Blog 709: Back On the Menu

I can’t actually use a “meat’s back on the menu, boys” pun because I’ve never actually done anything with menus before now. My UI has, up until the last couple of weeks, been limited to the main character control heads-up display, which is operated entirely by keyboard and mouse. So, meat’s not back on the menu, but there is now a menu for it to return to in future.

Too tenuous? Bah, you’re no fun. Either way, gamedev is always on the menu at Chez Robbie, and he’s been hard at work doing things that weren’t specifically mentioned on his feature list to support things that were. (No change there, then.)

Continue reading

Blog 707: The End of the Holidays and Beyond

As Sunday drew to a close I had completed 18 of my 34 festive features. Which is simultaneously encouraging and demoralising; I knew 34 was a stretch, but I managed to batter through just over half of them anyway. Well, maybe I smudged a few, but I compensated by overstepping the bounds on others.

Needless to say, the end of the festive break does not mean the end of the line. There is still work to be done!

Continue reading

Blog 702: The Most Productive Time of the Year

Employment is now over for the year. I’ve booked myself three weeks of holiday, from here to the first week of January, so I’ll have the longest contiguous period of free time I’ve ever taken for… well, years. (It’s also time to stop shaving — will this be the year I finally achieve a coherent moustache?)

What am I going to do with that time? The same thing I do every year… I’m going to make a video game.

Continue reading

Blog 701: Rao Dao Zao On Tour

I’ve always been bound to the desktop, at least since the GameBoy gave way to the PC and all the delicious level editors it brought. I’ve flirted with cute netbooks once or twice, and while they have their uses as ultra-portable units they are also not very capable. I have never before owned a real laptop…

But with the most productive time of the year upon us, and family obligations looming that will drag me away from my studio and its brooding powerhouse Helios, I felt that it was at last time to equip myself with something that has a foot in both camps. Something capable, but still portable.

Continue reading