Showing posts with label physics. Show all posts
Showing posts with label physics. Show all posts

Saturday, August 4, 2012

Infiltrator Part 32 - Boon Town Shredders

This session was rather fun for me. It saw the completion of several tasks that seemed very daunting. Some of them were just extra's that I managed to fit in within the session time even though I had already met my goals. Put simply: this session was an epic boon.

Tuesday, July 31, 2012

Infiltrator Part 31 - With a two in it!

The long and painful move from SFML 1.6 to SFML 2 is finally complete. There actually isn't a whole ton of difference, except that now my framerate has taken a giant tan- GUN BLAM IT! Just a minute...

Okay, so now the long and painful-aw skip it.

Tuesday, July 17, 2012

Infiltrator Part 29 - Debug Draw

After a few days I come up with a good set of rules for the Shredder AI. It's a simple four mode program that I should be able to implement in a week or two. I should get started on it, but first let's just make a few little tweaks in order to make sure the gameplay feels right. I mean, what's the probability of getting sidetracked and going off trying to fix huge bugs you didn't know were there? Pretty big I guess. Deal with it.

Tuesday, July 3, 2012

Infiltrator part 26 - Circle 2D

The lack of feature additions in this episode can be attributed to the relentless chase of a particular bug which very effectively crunked up the kinaesthetics. Yes I just used the word kinaesthetics, get used to it. And go watch yourself some Errant Signal if you have no idea what I mean.

Tuesday, December 27, 2011

Infiltrator Part 9

The legacy of the project of nine lives continues! Or, at least five lives so far...

Anywho, this is what I think is a fairly important milestone. All five weapons are primed and ready to be used to destroy things. All five enemies have artwork ready, as well as a base to build the AI/behavior around. Any number of enemies can be loaded from a level, as well as any kind of level backdrop, with any number of any kind of walls or obstacles. I'm actually at the point where I need a level editor. I came to this conclusion sometime while I was hand writing the coordinates for 90 different objects in the level file. If you're wondering what they were, they're the walls surrounding my test arena. I dumped level boundaries in favor of wall objects that use Box2D.


Box2D turned out to be mostly just pure awesome... WITH HACKING TABASCO SAUCE!

Sorry, I got a little carried away. It's good, okay? All the enemies, level barriers, players, and everything neatly and easily slid into place. The physics look convincing and realistic. Box2D is a well designed, easy to use-erm... well black box.

There's really not much to say about the sound effects. I threw them all together in audacity, except for the AIFSA sound effect. It's basically a cut-up, remixed, re-organized hackjob of some chainsaw sound effects I dug up online. All the sound effects work well and match the weapons though, so I'm satisfied.


Now, for a word on the control scheme. You see, I originally had a unique control scheme. Forward and backward always moved relative to your ship, which was facing the cursor. Left and right ALSO moved relative to the ship, which led to an abnormal and somewhat unintuitive flip in left/right motion relative to the screen if the ship was facing the bottom. Confused? Don't worry, it would be even worse if you were flying the ship.

The control scheme was little more than an extremely direct circle-strafing system. It worked, but was a little too unique. Ideally there will be a few camera/ship control modes available via the options menu in the final version, but right now I've decided to stick with something a little more simple. The ship simply points at the cursor, but moves relative to the screen.


This is the mark of version 0.0.30. It's all very pretty, but it's starting to be a pain in the face to write out levels by hand. A level editor is in high priority, but I need to port my particle system from SDL to SFML, and make use of it too. This level is getting pretty boring, so I need to come up with more level assets, and hopefully break up the chunky square tiled look it has right now. Additionally, I need to make projectiles explode when they collide with objects, add some basic enemy AI, create a menu, start on the HUD, think up a story, etc. I'm beginning to see this as a smaller and smaller milestone... meh.

I'm doing this to have fun, and it's working. :P

        --LazerBlade

Wednesday, December 7, 2011

Infiltrator - Season 3 Part 6

This session was mostly a raw content boost. I've decided that enemy screenshots are not going to be counted as spoilers. So here:


I not only setup all five enemy types, but I also set the level reading class up to load these enemies from a level file. As you can see, I then took advantage of my carefully constructed framework to add in a few simple lines of code which caused the enemies to face the player.

Some basic physics are being set up, but they are quite experimental, and prone to breaking. I would need a video to show you how the physics work anyway, so I'm not going to be showcasing them this time around.

As an additional bonus, I setup a second camera mode. In this mode, W,A,S and D always move your ship like arrow keys, regardless of which way it's facing. At the moment it's a hardwired option, but I'm hoping to have a few camera modes available for selection in the menu of the final game.


        --LazerBlade