Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Saturday, November 1, 2014

Lots of Optimizing

So the past week I've really been working on improving code across the board. I've re-written the unit movement code. This has stopped the space marines from sometimes randomly vanishing off into space when they collide with a partially closing door etc. I've included an update to my previous list of known issues from Alpha 1 and whether or not they've been fixed.

1. "Return to Game" button on Escape Menu crashes game.

2. Credits not always displaying.

3. Escape Menu covered by Station Walls

4. Various problems with Vacuum "spread".

5. Marines occasionally vanish to up left-hand corner.

6. Doors will get stuck if a unit blocks them on closing.

7. Marine shooting image occasionally faces the wrong direction.

8. Zombie Survival Version (Kickstarter Stretch-Goal)

The door issue should hopefully be fixed by today. As I've said in a previous post I'm also hoping to make the shooting AI work a little better. Now that I've fixed the movement AI the shooting shouldn't be too much of an issue. I'm also hoping to tweak the spawn rate of random events in the game to make it a much faster tempo.

Tuesday, October 28, 2014

Fully Re-written Vacuum Code

Well this weekend was a huge success. I've completely re-written the vacuum code for the game and it's now 100% functional again. It required a redesign of the space station and tossing hundreds of lines of code but I've got it all much, much, much more efficient. The code that handles vacuum on the station used to be hundreds of lines, it's now a few dozen. Also, instead of thousands going on tens of thousands of objects flooding the screen and performing collision checks there's now only about a dozen objects. This should drastically improve the performance speed when your station is falling apart. What does all this mean? Well re-writing and tweaking this code cost me a month. I think in the end it was hugely worth it though, as the game can now utilize it's primary mechanic without the rest of the game suffering. Going forward I'll be able to add additional features as opposed to tinkering with this primary component. In short, I'm hoping I can finally start adding tons of new content to the game.

Friday, October 24, 2014

Getting There

Rewriting the Vacuum code is proving tricky. While I was quickly able to get a new, much better "fill" for the vacuum, having it rescind has proven much more difficult. I'm devoting this entire weekend to working it out and making combat more prominent in the game. It's gonna be 48 hours of crunch time as I want to push out another update before October ends. Also working to incorporate some of the last backer oriented "events" although they won't be fully implemented until some of the more complex AI systems are involved.

Saturday, October 11, 2014

Updating the Vacuum Code

So for any of you who have played the first version of the Alpha you know that too much vacuum in the space station can really slow down the game. I've been working hard to overcome this and nearly have the entire vacuum system retooled. Rooms in the station are now much smaller and more modular. This should make combat much more interesting and allows for the game to much more easily handle a spreading vacuum. Previously the game was trying to calculate where the vacuum was spreading with thousands of calculations and then check for collisions. This resulting in tens of thousands or hundreds of thousands of calculations happening on top of all the typical game material. This new system reduces that load to a few hundred, more a thousand or two maximum, calculations occurring (and that's assuming you've vented all the air in your station). So everyone should see a drastic improvement in this aspect. This update also allows doors to function more easily and to re-air sections that were exposed but were then closed off from the location of the vacuum.

Saturday, October 4, 2014

Moving Forward

Hey everyone, just wanted to say I've been ironing out gameplay issues and hoping to have a great showing for Alpha002. September was unfortunately a very crazy month. Between a family bereavement, a wedding, law school, and coming down with a nasty cold I wasn't able to get nearly as much done as I intended for Alpha001. I've been programming the game on my MacBookPro since day one. While this worked great for the first portion of the game I eventually had to ditch the older GM4Mac that I was using in favor of the much faster and more updated GM:Studio. This required me to run Windows on my Mac, as the software isn't supported on Macs. This got me to where we were in September perfectly fine. However, when I went to export the game I learned that I wouldn't be able to export to Linux or Mac (ironically) from a Mac running Windows in a virtual machine. I took the next step to purchase a PC and begin developing on that. It's been a great transition for programming. Not only am I able to export to all my intended platforms shortly, but the software runs much more smoothly and I'm hoping development will be nearly twice as fast as it's been. I'm hoping to have some much more pronounced updates for the October release. I'm also hoping to release the Zombie Stretch goal, or the first iteration of it, in time for Halloween.

Monday, September 22, 2014

Updates to Version 001

Hi everyone, I sent the Kickstarter Backer copy of the first alpha. It's incredibly buggy but that's the nature of alphas. I just wanted to let everyone know that I've already correct two of the issues that people noticed, the game crashing when hitting the escape key and selecting return to game and an issue where the credits sometimes didn't show. Below is a list of known bugs or planned features for the next Alpha 002. You'll see them with a strikethrough if they've been finished for the next version. 1. "Return to Game" button on Escape Menu crashes game. 2. Credits not always displaying. 3. Escape Menu covered by Station Walls 4. Various problems with Vacuum "spread" - Moot, implementing new Vacuum system. 5. Marines occasionally vanish to up left-hand corner. 6. Doors will get stuck if a unit blocks them on closing. 7. Marine shooting image occasionally faces the wrong direction. 8. Zombie Survival Version (Kickstarter Stretch-Goal)

Sunday, August 31, 2014

Balancing

Good news. Today I've moved into balancing the alpha release. It involves me playing the game a lot (something that's already been happening). As I've said before, it's a pre-alpha. So it's far far far from complete and most things are far from finished or polished. I've been trying to get as many backer events and tiers into the game as possible but I'm planning on including most of those in a big push for the backer content as soon as everyone gets everything back to me as to what they want from their tier. Long story short, I'm trying to make the gameplay better given the level of content that's present. This is my dream project, so it'll constantly be getting tweaked for quite awhile.

Wednesday, August 13, 2014

Confirmed Kickstarter Alpha Release

As I add in more and more feature I feel confident in my ability to give a release date. Keep in mind that the game is still in early alpha, so there are a lot of features and gameplay that aren't going to be included in this initial release. My plan is to release a new update every month with new features included. So expect to see an e-mail with a link for the initial alpha on September 15th. Starting in October I'll probably move to an end of the month release cycle for all of the updates.

Wednesday, August 6, 2014

Select What You Want

So one of the biggest problems with migrating from GM 8.1 to GM:Studio is the lack of built-in menus. GM 8.1 had a great feature that made drop down menus a piece of cake. Granted, this feature would only work on a Windows computer, so I wouldn't be able to totally rely on it anyway. Well, I've finally included drop down menus into Vacuum. Although they're not terribly complex it's something that I'm not accustomed to having to program. I've tried to implement a simple but attractive system. They're really necessary for in-game events and a few of the feature. Screen shots to come shortly.

Thursday, July 31, 2014

Updates, Updates, Updates

Hello everyone, the past week has seen me busily working on Vacuum. This past weekend the GMC forums had a game jam competition. I know what you're thinking, "But Scott, a game jam means you're making a completely new game and wasting a weekend not working on Vacuum." This is true to an extent, but every game jam I enter into I take the theme and use that to work on some aspect of a major project I'm working on to truly iron out the kinks. I view it as a way to isolate a current feature that's a serious feature and devote a substantial period of time to it. Suffice to say the initial reviews of my game jam game don't seen too good thus far. However, that's great for Vacuum. I completely neglected play-testing my jam game for fun. Instead I was constantly tweaking AI and Construction aspects. Two things that are already being transferred from the jam game into Vacuum. Up until now I didn't really allow players an option for purchasing anything within Vacuum. This will all have changed by this weekend. The only question that remains is 1) Do I allow you to build the whole station? or 2)Do I allow you to take a random space station that you have to explore and build around what you randomly encounter? I'm currently trying both of these methods. We'll see which turns out better. More to come soon.

Friday, July 25, 2014

Back in the World

The past week has seen me cut-off from the internet after some issues with my ISP. Suffice to say I was paying a lot and getting a new service set up has been a long ordeal. Fear not, I'm back and the time without internet has allowed me to work on the game distraction free! I actually run GameMaker on a Macbook Pro running Windows 7 in Parallels, this gives me a huge range of options for graphics design and programming but can make it difficult to get quality videos and screenshots. I'm going to try and get a good number of them later this weekend so people can see how things are progressing. This week has seen me finally resolve the issue of having a decent background. Before the stars behind the space station where just white dots in the distance on a plain black background. We now have some really great backgrounds that are randomized every time you load up a game, leading to different designs, colors, and the formations of various nebula. A huge aesthetic improvement. I've also been toying around with including health bars for the units to make it easier to see which units are injured and which aren't. Not to mention some additional units to select from the UI and I've been trying to write some "zombie" code for the separate zombie survival version of the game. Tomorrow I'm hoping to play around with my idea for unit movement. Marines are currently setup to follow a very traditional RTS style movement system although I've been formulating a plot to try and spice that up a bit. We'll see how it works. I may end up releasing two different versions to see how people like it down the road (assuming I can code it to turn one off and one on easily enough). Look for some more in-game photos soon as well as more tidbits later this weekend!