Category Archives: Projects
My old classic is reborn
So, back when I was in school in programming class (IT in high school, dunno how it is in other countries, but here there are these courses in public school if you want to get specific knowledge of something before college, instead of going to 10th-12th grade of a generic curriculum, you can for 10th-12th grade in IT or Media and a few others, I think they have ended those since, pity)…
As I was saying…
(700 words of nothing)
Just because all my projects were dropped…
(this post was written in July/August, which means some three months ago. I still haven’t worked much on the project. I’m mostly posting to show I’m still alive)
…it doesn’t mean I don’t still have fun coming up with new ones.
Although I can’t help but feel I’m getting old and so should know better than to come up with all those projects that I don’t intend to ever finish.
Back to 2003/2004, when I first got in my head that I would one day make a video game, at the time I had a friend in school (he’s my game development partner if there ever was one, lol) who was quite the SNES JRPG fanatic (Final Fantasy, Secret of Mana, Chrono Trigger, Zelda, Breath of Fire; you know, the classics). Me, on the other hand, while I liked RPGs I hadn’t played many from the SNES days.
This is going to be a bit of a reminiscent, geeky post, so feel free to ignore it.
No progress
Yes, this project has seen no progress on the last days, I personally blame Fallout 3, which I have been playing in the last days. Maybe Fallout: New Vegas next?
But that doesn’t mean I’m not thinking about stuff to implement. Thinking about the A.I. mostly, as everything else is working on a minimum level at least.
And if someone actually happens to read what I write here and remembers any of it, they probably remember my constant complaints about using a watered down GeForce 8500GT (which is specs wise a 8400GS). If such people exist, yes, I can play Fallout 3 using said graphic card. Slow and with the details on the lowest possible at 800×600, but I play it. (to think that if I spent ~30€ I could get a second hand HD3850 for example, which would be a good upgrade. But I have more important stuff to spend 30€ on.)
Project PewPew, Update #7
Explosions!! Courtesy of “Detonator Explosion Framework” add-on for Unity. I’m like…some well known Hollywood director known for putting explosions on everything. (Don’t make me spell it for you)
Also, sorry about the one that shoots as fast as a Gatling gun, I’m still playing around with those parameters.
Project PewPew, Update #6
This time with sound!
Crappy video quality, but enough to understand the basic: It sucks!
Decided how the boss will work, good old school style, boss is divided into three sections, at a time only one of them receives damage. still thinking if the section that receives damage will be random or it will be: upper section, bottom section and middle section, by this order.
Still haven’t finished “Enemy 2”, should finish the texture today.
Then, maybe I’ll work a bit on “Project 32”, or maybe not…we’ll see.
Project PewPew, update #5
Yesterday I promised an update, I’m doing it this early since I’m a bit tired so there’ll be little progress.
So, for now the level of the enemies to spawn will be “controlled” by the amount of time you’ve been playing (e.g. you play for 2 minutes and it starts spawning Enemy 2 mixed with Enemy 1).
As for the “flying” speed and shot cadence, maybe a mix of time and score. Still playing with ideas about this.
Also, as I have said before, this game will be really simple and short. This means 3 or 4 enemy types and one boss, overall, maybe 15-20 minutes of gameplay, if that much.
See you next time.
Project PewPew, Day 34875467, Afternoon
Sorry, stopped working on this for too many days.
Not much has changed, there’s a basic GUI (with health, score and number of lives), got a infinite scrolling background (a big ass cylinder that rotates on the vertical axis, textured with white dots on a black background…the inspiration was the moment I remembered a zoetrope). Also the enemies now shoot.
Right now I’m finishing the model for “Enemy 2” or on a more fantasy inclined naming a “Dolphin” class spaceship (don’t quote me on that name).
Tomorrow (well, it’s 3 in the morning, so…in a few hours) I plan to work a bit on the “Game Manager”, more exactly on the enemy spawner part of it. Then to think about how to ramp up difficulty during gameplay. If by the end of this I still have some patience left, might work a bit on the basic enemy A.I..
Overall, I have to admit this project is going exceedingly well, considering I’m the one working on it.
Project PewPew, Day 2
After spending a nice afternoon hiking, I decided I should try to do something unusual, work on a project. Only a little bit of work, I’m tired.
So “enemy 1” is modelled and textured as seen on video. Yes, I should think harder when I come up with names.
Oh! Yes, the goofiness of the models and textures is intended, although it’s not like I could make much better than that.
Project PewPew, Day 1 (video)
Player spaceship modelled, it moves and shoots (it also plays sounds, not included on video).
Not much by anyone else’s standards, but quite a bit of progress by mine.
Tomorrow: design, model and texture one of the enemy ships. Then work a bit on A.I.
Obviously being as lazy as I am, progress will slowdown quite a bit in the next days.
Project #363092.8
Yeah, another one, but this one is being taken so seriously by me that the codename is “Project Pew Pew”.
A quick description:
3DBuzz “Simple 2D Shooter” tutorial mixed with Macross for the NES = Project Pew Pew.
Expect this: Barely playable + bad 3D models + crappy textures + even worse sound effects.
Let’s see if I ever finish it.