Thursday, March 31, 2011
Neverending Valley Story
Realized I need a graph showing where the points of interest in each map are and how the players should walk there. Decided to just hardcode the coordinates, since manipulating data with objective c seems so cumbersome compared to Python.
Wednesday, March 30, 2011
Valley Story continues
Yeah, still working on Valley Story. Harder than I thought this would be.
Right now I'm trying to get the graphics working on iOS. My previous prototype was in Javascript, so now I have to take what I learned from my JS code and write equivalent in Objective C. One big thing I learned was that I probably don't need a full isometric engine for this. Instead I can just have sprites for the player characters and for anything that might be in front of them, which isn't very many things since I can control the paths of the characters to avoid getting too near any obstacles.
I'm planning on totally isolating the game logic from the graphics. The game logic will just spout out commands like "Drew walked in the door", "Drew sat in the chair" and then my graphics code will show that. This lets me prototype the gameplay as text while I still don't have graphics for everything.
Sprites I'm going to show by just creating UIImageViews and moving them around on the screen. So when the graphics code gets a message like "Drew walked in the door" from the game logic, it will first see if we have this "Drew" guy already on screen. If not, then it will look at character definitions to see which sprite sheet Drew should be using. Further which sprite in that sheet, cuts out that UIImage from the sheet and updates Drew's UIImageView using that. Then it keeps updating the graphics and location while Drew walks around, sorting the UIImageViews properly so that it appears in front of / behind other stuff.
Here's another shortcut that I came up with from my prototype. In the prototype I had a "sort point" for each sprite that signified the point in the texture that should be used when deciding if this character is in front of / behind something. I don't really need that, instead I can align all sprites such that the sort points would overlap by just positioning more carefully in my art.
I know UIImageView already has "animationImages" and "startAnimating", but it seems more convenient to do it myself each frame as I have to update the view location there anyway. Also my graphics in the sprite sheet might not be in the order I want to animate them in and the ordering might depend on what the character is doing. Like if they are sitting down I have to show some sprites in the opposite order than if they are getting up.
Right now I'm trying to get the graphics working on iOS. My previous prototype was in Javascript, so now I have to take what I learned from my JS code and write equivalent in Objective C. One big thing I learned was that I probably don't need a full isometric engine for this. Instead I can just have sprites for the player characters and for anything that might be in front of them, which isn't very many things since I can control the paths of the characters to avoid getting too near any obstacles.
I'm planning on totally isolating the game logic from the graphics. The game logic will just spout out commands like "Drew walked in the door", "Drew sat in the chair" and then my graphics code will show that. This lets me prototype the gameplay as text while I still don't have graphics for everything.
Sprites I'm going to show by just creating UIImageViews and moving them around on the screen. So when the graphics code gets a message like "Drew walked in the door" from the game logic, it will first see if we have this "Drew" guy already on screen. If not, then it will look at character definitions to see which sprite sheet Drew should be using. Further which sprite in that sheet, cuts out that UIImage from the sheet and updates Drew's UIImageView using that. Then it keeps updating the graphics and location while Drew walks around, sorting the UIImageViews properly so that it appears in front of / behind other stuff.
Here's another shortcut that I came up with from my prototype. In the prototype I had a "sort point" for each sprite that signified the point in the texture that should be used when deciding if this character is in front of / behind something. I don't really need that, instead I can align all sprites such that the sort points would overlap by just positioning more carefully in my art.
I know UIImageView already has "animationImages" and "startAnimating", but it seems more convenient to do it myself each frame as I have to update the view location there anyway. Also my graphics in the sprite sheet might not be in the order I want to animate them in and the ordering might depend on what the character is doing. Like if they are sitting down I have to show some sprites in the opposite order than if they are getting up.
Monday, March 28, 2011
Valley Story
I can reveal the name of the game now since I registered the domain, it will be called "Valley Story".
Tuesday, March 22, 2011
Friday, March 18, 2011
1.1.2011 - now, looking back
Wow, it's already the middle of March and still no revenue to speak of. Where did this time go? Skimmed through my older blogposts since start of the year, and it seems that I've spent all my time learning the details that go into an isometric engine, learning how to do pixel art, thinking about game design and studying iOS development.
I do feel I really know more about these things than I did back then, but I'm prone to judging my progress more based on revenue rather than some improved knowledge, just because I can't buy ramen by having more potential that doesn't materialize anywhere.
I did release 1 iOS app, 1 website, 2 chrome extensions and made a significant revenue-increasing tweak in Coolest Friends, but still this hasn't been a very successful three and a half months. Besides the revenue tweak none of it mattered much. I'm starting to feel increasingly disappointed in my progress and need to have some measure of success soon.
I do feel I really know more about these things than I did back then, but I'm prone to judging my progress more based on revenue rather than some improved knowledge, just because I can't buy ramen by having more potential that doesn't materialize anywhere.
I did release 1 iOS app, 1 website, 2 chrome extensions and made a significant revenue-increasing tweak in Coolest Friends, but still this hasn't been a very successful three and a half months. Besides the revenue tweak none of it mattered much. I'm starting to feel increasingly disappointed in my progress and need to have some measure of success soon.
Wednesday, March 16, 2011
Buttersafe shading experiment
I'm a fan of the webcomic buttersafe. It's often a great comic, but what is really inspiring is how his artwork is pretty bad at first, but then improves a lot as time passes. One of the improvements I noticed is subtle shading. I like his clear-lined style.
Here's my attempt to replicate it with some kind of cute animal.
Here's my attempt to replicate it with some kind of cute animal.
Is exploration fun in games?
It's really cool to have a large environment with places to go, but who likes to scroll around? Actually it was a positive point in GameDev Story that all the action happens on one screen. Also while playing The Sims I also remember being perfectly happy that everything happened in the house, going outside didn't seem that much fun even when it was possible in later games. On the other hand, in that island survival game it was a big part of the fun to be able to explore outside.
So why does it sometimes work? Where's the fun?
In The Sims going to places wasn't fun, because it didn't feel like you can advance in things like career path or relationships by doing it. It wasn't really even part of the game if you think about the game as a set of rules to take advantage of for improving on the stats.
What if in the island survival game the player was limited to one screen. All the food gathering and raft building would happen right there. It might work, walking around really wasn't all that much fun in it, but discovering new places was because they often had very significant effect on the player's success in the game. For example discovering a new source of food. In The Sims places had no such significance.
In GameDev Story you actually can go to one place, the gamedex expo. In the expo the player can get fans for the game he is making, but it isn't clear if it really affects the success of the game. It feels unimportant. Also like in The Sims, it takes a lot of player time to go out with no clear benefit, not really that much fun.
Conclusion from this rambling seems to be that exploration is fun only if there's a clear benefit to the player.
So why does it sometimes work? Where's the fun?
In The Sims going to places wasn't fun, because it didn't feel like you can advance in things like career path or relationships by doing it. It wasn't really even part of the game if you think about the game as a set of rules to take advantage of for improving on the stats.
What if in the island survival game the player was limited to one screen. All the food gathering and raft building would happen right there. It might work, walking around really wasn't all that much fun in it, but discovering new places was because they often had very significant effect on the player's success in the game. For example discovering a new source of food. In The Sims places had no such significance.
In GameDev Story you actually can go to one place, the gamedex expo. In the expo the player can get fans for the game he is making, but it isn't clear if it really affects the success of the game. It feels unimportant. Also like in The Sims, it takes a lot of player time to go out with no clear benefit, not really that much fun.
Conclusion from this rambling seems to be that exploration is fun only if there's a clear benefit to the player.
Sunday, March 13, 2011
Isometric progress #7
This is where the main character will go for lunch. Pretty happy with the roof, but everything else needs work. The hat and most importantly the banner need some work to be passable, the walls will get redone because I did them completely wrong in the first try. Maybe later I will explain why you don't want to position your walls right in the center of tiles.
To make the roof possible, added support for layers that can be offset from each other. That should also solve the door draw ordering problem, but haven't tackled it yet as it seems unimportant for creating fun.
Update: this looks so lame it makes me sick whenever I happen to see this post.
To make the roof possible, added support for layers that can be offset from each other. That should also solve the door draw ordering problem, but haven't tackled it yet as it seems unimportant for creating fun.
Update: this looks so lame it makes me sick whenever I happen to see this post.
Thursday, March 10, 2011
Domain availability checker for Chrome
Released an early beta version of a domain checking tool for Chrome. It's the fastest way to check if a domain is available or not that I know of. Not entirely bug-free yet. In some edge cases like reserved domain names it may claim that some domain is available (like a.org) even though it isn't. Also working on some server-side stability issues too. I wrote the server in node.js, which I had never used before.
In my continuing effort to learn how to make passable graphics, I tried to make a nice icon for it. The texture of the magnifying glass handle is actually scanned from the leather in my wallet.
In my continuing effort to learn how to make passable graphics, I tried to make a nice icon for it. The texture of the magnifying glass handle is actually scanned from the leather in my wallet.
Wednesday, March 02, 2011
Tuesday, March 01, 2011
Isometric progress #5
Wasn't really sure how to proceed, so did some wall pieces. Very time consuming to try to get pieces to match.
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