Video: Second demo for my game

April 3, 2015 at 3:38 pm (Game Development, Games, Processing, Programming, Video games) (, , , , )


I’ve finally gotten around to making a video recording of my new game demo! Part of my problem was finding a suitable video capture software suite. I ended up using Open Broadcaster Software, and it turned out fine; I WAS using KRUT, but it had issues with the audio capture.

Anyway, while recording it I ended up finding out that half of my rooms didn’t make it into the demo! I had an issue where a locked door led straight to the boss level. That kind of sucked. Here’s the video though:

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Update Mar 12, 2015: New game demo, mind palaces, and notebooks

March 12, 2015 at 1:29 pm (Game Development, Games, Processing, Thinking) (, , , , , , , , )


It’s been a while again since I’ve posted here, but I haven’t been idle in this period of time. I don’t think I can list all of the things I’ve been up to, but here are three things I’ve been up to:

New Game Demo

I’ve recently released (privately) a new demo for my game. It features brand new levels, mechanics, and storyline. I’ve even added new tilesets and original music for the levels. With the last demo, I was happy to have something playable that resembled a game and showed off some of the neat things I’ve built, but this time I think I’m actually content with it as a game. I’ve added some dialogue that needs a bit of polishing, but is roughly what I want it to be as well. I still need to post screenshots and a video, but I need a big chunk of time to do that still.

The first person to play-test it and give feedback made me pretty happy. It seems that they felt what I wanted them to feel and thought what I wanted them to think with respect to the storyline. They noticed some of the extra details I put into the levels (like the rain effect) as well. One thing I took away though, was that they didn’t use the camera mechanic at all. I think I might add some HUD cues and mechanics to encourage the usage of it.

 Mind Palace

I’ve been spending a considerable amount of time lately rebuilding my “Mind Palace”. This is a mental tool that utilizes the “Method of Loci” method for memorization. Essentially it’s a superior way to reliably remember things. It takes a bit of effort to set up and upkeep, but if done correctly, you can do wonderful things with it.

Before, I was building the hub structure of my palace based on something I had imagined. My problem was that I never fully constructed it; I wasn’t sure how big of a space I needed, so it deteriorated over time faster. I can still reference most of the rooms, but I didn’t solidify where everything was enough.

Also, I didn’t have enough connections to well-known places. Examples of these are houses I’ve previous lived in, These are useful as you can typically just imagine yourself moving through those places and then have your memories jump out at you. My next goal is to tie in more of those to my “hub area” so that I can jump from location to location without having to remember how many houses I’ve lived in. It probably would look like that hallway in one of the Matrix sequels that had all the doors leading to difference places.

 Notebooks

Soooo, it turns out I am a crazy person? I used to have decision issues when it would come to notebooks. I remember being in a store for 10 minutes trying to decide what colour I wanted to use for a notebook. I ended up just buying all of them so that I could decide in a non-public place. Recently, Target has gone out of business in Canada due to questionable decision making. The good part of this is that Moleskine notebooks have gone on sale; at the time I purchased them, the discount was 30% off. I rarely notice these going on sale, and since I’ve started using them almost exclusively, it seemed like a great idea! However, now I have a drawer full of different sizes of notebooks and my mind will only let me use certain notebooks for certain purposes. I’m happy to not have to go buy more for a while, but now I have to store a ton of notebooks…

 

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Aftermath of Zombie Mansion Alpha 1 Build

July 18, 2014 at 12:40 pm (Game Development, Games, Graphics, Java, JavaScript, Processing, Programming, Video games) (, , , , , , )


So at this point in time I’ve had multiple people play through my game demo. The results were actually better than I thought. I think only one person wasn’t able to run it (still not entire sure why, but that’s future Jake’s problem now). There were a couple major issues, but those were found and fixed as well. One of the bugs was that I didn’t include the assets for the 3D objects, so when the players entered the room with columns, the game crashed. There was also some scripting errors driven by not having necessary images wrapped up in the resources archive. Logging definitely helped out there.

The last major issue is unsolved, but lies with some code I threw together for the level selection screen. I think some of the click events aren’t going through, or it’s not loading the levels properly. I think this may have something to do with that particular tester running the game through a zip file though. I was shocked to find out that it worked period though.

I got some pretty decent feedback from one tester in particular though. He gave not only bug reports, etc, but opinions on controls, aesthetics, and game flow as well. Most of those things were explained away as “placeholder” stuff, but still; it was useful information to know what a tester/player is thinking when they see that stuff. When I show most people my game, I need comments like “looks neat and retro” or “I like the camera spin feature”, but not enough people pay attention to tiny details.

Anyway, that’s the update. I haven’t had free time to cut a second build or to work on new levels or anything.

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Zombie Mansion: Alpha Build 1!

June 23, 2014 at 2:54 pm (Computer Science, Game Development, Games, Java, JavaScript, Processing, Programming, Rant) (, , , , , , , )


So I’ve finally gotten a build of the game working! I can’t post it yet for a variety of reasons, but I’ve sent the build out to some people to try it. It’s mostly to verify that the game works as expected and is stable. It just features the level I showed in the previous videos and a couple of extra smaller areas.

Last Saturday night I had a few panic moments when the builds weren’t working as expected. I had an issue where the resource unpacker code I wrote wasn’t actually unpacking the images from the compressed assembly; it turns out it was still trying to load them from the local directory. The issue has since been fixed thanks to all of the logging architecture I recently put in. There’s still several areas that could use more logging, but there’s enough now to sort out common issues.

Another bug that logging helped uncover was with the asset manager system. I have code that manages any images and ensures you only load one copy into memory. This helps to keep a cap on the memory usage of the software as a whole. However, there was an issue where I had slashes in the reference indices that were going the wrong way! This is a pretty common issue with programming to be honest. Devs frequently write code for their own system and then find out that nothing works on other computers or operating systems. Thankfully, the logging system helped uncover the fact that it was double loading certain resources.

Now if I could just muster the effort to change the spelling mistake I made with naming the logging variables…

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[Video] Combat demo video

April 23, 2014 at 6:40 pm (Game Development, Games, Java, Processing, Programming, Video games) (, , , , )


Here is a short video showing off some combat mechanics and example animations. The zombies will stalk the player and attack with a melee animation. I’ve included sound in this video as well, although there’s no music in this clip.

 

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[Video] Navigation in Zombie Mansion

April 17, 2014 at 7:31 pm (Game Development, Games, Java, Processing, Programming, Video games) (, , , , , )


I’ve done up some more rooms and made another demo video! This one shows how navigation will work in the game. Right now the camera is still orthographic due to some control scheme issues, but I assure you, isometric/diagonal walls looks pretty sweet as well.

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Video of my game!

April 15, 2014 at 4:48 pm (Computer Science, Game Development, Games, Java, Processing, Programming, Video games) (, , )


I’ve finally taken a short video of some of the mechanics in my game! I’ve posted it on the YouTubes for both of you to see it. The video looks pretty blurry right now so I might have to re-post it or mess around with it later. It’s my first time posting a video, so it might take some effort.

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New Screenshots!

April 14, 2014 at 8:43 am (Game Development, Games, Graphics, Java, Processing, Programming) (, , , )


I got some time this weekend (and inspiration) and decided to work on replacing the borrowed tilesets so I can get closer to finishing a short demo for my game. I have a bunch of new floor tiles and walls now, and even went as far as to add new code for some missing features. I wanted to have interactive wall components (for example, for the player to be able to examine paintings, etc.), and have them work the same as the furniture does (furniture gets an outline when you are in range to search it). So it looks nice now. The wall paintings function the same as frontwalls, so you can only see them when the camera is in position, but you can see the coloured highlight regardless of direction. Here’s a few screenshots (one of them is an old one to show off the 3D pillars I added a while ago.

 

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