Monday, October 12, 2009

October Video Update

Here's a quick look* at how things stand. Obviously the new collision detection isn't in and I had made a noob mistake while rendering the latest rammer enemy which left the annoying light halo around the outter edge of the ship.

See the few previous posts for a short breakdown of what is new and/or changed.

Anyhow, progress is being made. More to come.

(* Facebook folks may have to follow the link: http://deepbluexna.blogspot.com )

Connor the Game Designer

Now that I've got a level system in place for "Deep Blue" I introduced Connor to the level editor, basically just a .txt file inside Studio Express. I laid out the rules for him of what each level needed to be valid and showed him how to do a build so he could test. So I put him in the role of both level designer and head of Q.A.

And here's Connor working on very intense level design.


....followed only moments later by Connor explaining to me all the things that were wrong.

Yes..."Deep Blue" still has a long way to go.

He's ALIVE!!!!

Sorry, I couldn't resist. I'm referring to the enemy ships that are now animated (swimming). I used the "Sample Platformer" game that came with Studio Express as a base for the sprite animation system.

Even better, using the level system I've got enemy placement in the level with multiple enemy types, one animated and one non-animated. So now I guess I'd better get to work on working in a few more enemy types to play with.

I've got Connor working hard on level design, he's working in Studio Express on a .txt file for enemy placement. He's going through all the create/test/alter cycle to get things the way he wants them.

Hopefully I'll get a video up soon to show progress.