Midterm
Is a halfway a battle won.
So, we have
not only survived half the period, but also the supposed end of the world. Not
letting some Internet downtime keep us down for long, a bit after we initially planned, we can finally make our
midway point blogpost.
We are now halfway our project—or we very well should
be—, so let’s have a look on how far we’ve really gotten.
What we have
Bluntly
put, we have a working game engine. There is a fully-functioning, driving,
shooting (with actual bullets that actually come out and do damage; shock and
awe) tank, destructible walls, collision detection and background slash game
world. We even included some very rudimentary enemies in the form of
disembodied turrets that track the player across the screen and start firing
whenever he enters a certain range. The level ends when all enemies are
destroyed, after which the game promptly resets (so we still need a game over
screen). We have a pause menu with retry, back to menu and exit buttons.
So essentially
we have a moderately playable product that is still missing some minor polish in
the form of some menus.
What we don't have; or what we're working on; or what we're definitely not doing, ever
We feel the
current graphics of the game are still a bit… old-school, however. Whereas we
keep the grid structure that we use in our level loading, some members of our
team are devising a system that will hopefully give the game a cleaner, more
natural look, by literally cutting corners of the background sprites and
programming the level loading in such a way that the blocks arrange themselves
in a logical manner.
As we were unsatisfied
with the way the destructible environment works, one of our members quickly
proposed a Worms-esque blast-radius based destruction mechanic. As he had some
experience with working with pixel related collision detection (as opposed to
the bounding box based kind we use now), he believes it will cost relatively little
effort to implement this in the current game.
After
cursory research on network support we got the distinct feeling we might not
have the experience and time required to make multiplayer happen. And after
hearing people with experience lament on the difficulty of networks, that
feeling evolved to certainty. We’re dropping online multiplayer.
Instead,
we’ll be focussing on our backup plan: enemy AI. An AI that is smart enough to
give chase, pursue the main objective and lead a target, with different
behavioural patterns for different enemies.
So, in place of
a basic multiplayer mode, we’ll be making an extensive single player mode, with
different types of enemies, powerups, bosses, environment, etc. The idea will
be the same: protect your pudding from the enemy, but the more focussed
approach will most likely result in a more polished and enjoyable experience.
Since
settling on the name “Pudding Protectors: Idatakimasu!”, we have likewise
defined a more definite style. Contrary to our original clean, close to
realistic idea, we will be following a more stylised, Japanese and over the top
feel.
Concept art
for the different enemies and player tanks is full in the works, and ideas for
powerups, bosses and levels are bubbling amongst our members. In order to
homogenise the art style, we are working hard to make everything look clearer
and smoother.
So our plan
is as follows: First polish the basics, since you can’t build a strong game on
weak foundations. So finish the menus, tighten up the backgrounds, overhaul the
environment and tweak the hit and collision detection.
Then—and
this is easily said, but probably not quite as easily done—create an AI. First
we’ll create a rudimentary one that we can tweak to suit our needs, then we’ll
define the different enemy types and implement them with each their own
behaviour. We’ve had discussions on how to handle this, and several of our
members have definite ideas and plans for the implementation, so hopes and
faith are high.
After we
are done with that—or at least that we are certain that we are almost finished—and
we have idle members, we start programming powerups, which we have already largely
defined.
Simultaneously,
as not all our assets will be spent on creating the powerups, we create the
sprites necessary for the different enemies and player models, so all art is
comparable across the game.
Lastly,
when the style is set and the entire game is in a playable state and our AI
works as desired, and we have a number of levels, we add bosses at the end of
the levels. Because this is something we feel will add a lot to our game, but
it is hardly required, it is one of the last things we plan to do.
I, for one,
would love to play our finished product. Let’s see if we can get there.
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