No new game this weekend, as I’ll be visiting family for a while. There will likely be an update to Circus Peanuts tonight or tomorrow, though, as I polish a few more things.
Best seasonal wishes to you and yours. =)
–Nathan
No new game this weekend, as I’ll be visiting family for a while. There will likely be an update to Circus Peanuts tonight or tomorrow, though, as I polish a few more things.
Best seasonal wishes to you and yours. =)
–Nathan
So, my apartment has recently become infested with ants. I find them quite distracting and distressing, especially when they’re crawling across my desk as I try to code. Perhaps as a coping mechanism, the puzzle game I was trying to make turned into an ant simulation instead. Turns out that for all their apparent creepy sophistication, they’re pretty much just dumb little twitchy Turing machines (or at least can be convincingly modeled as such).
I’m feeling a bit better, but this doesn’t even remotely resemble a game yet.
Was visiting my family over the weekend. Sorry for the lack of advance notice.
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11/14/2010 11:28pm
Background, music, physics all working. AI working adequately (but not great). Still to do: title screen, sounds, particle effects, character selection, additional characters, HUD.
11/15/2010 3:54am
Tweaked physics, broke AI, fixed AI, broke targeting algorithm, fixed targeting algorithm, tuned AI, spent hour mostly losing against AI. Progress! And yet all aforementioned unimplemented features remain unimplemented.
11/17/2010 8:35pm
Sounds, particles, HUD, and kobold implemented. Taking a break to clear my mind.
11/20/2010 7:40pm
Sorry, been procrastinating. Mostly got boring menu stuff left to do. Hoping to get it all wrapped up tonight.
11/20/2010 11:58pm
Menus working (and snazzy)! Added additional shiny. Left to do: additional characters, game win/loss stuff.
Okay, so I’ve been getting a bit worn down for the past couple weeks, and the stress-to-fun ratio of this project has been skewing towards the unpleasant side. Since I fundamentally do love making games, I really don’t want to get burned out by this. So, I’m taking a brief vacation – a week or two at most – and after that I should be returning to my weekly schedule with renewed energy and enthusiasm. I’m still full of ideas, and before too long I’m sure that I’ll be itching to make stuff once again. (I said “a week or two” because I may in fact not have the patience to go two whole weeks without making a game!) Meanwhile I may post the occasional toy as the mood strikes me.
Thanks for sticking around – you folks are awesome.
10/14/2010 10:52pm
Basic mechanics implemented. No scoring or anything yet. Need to figure out how to make the visual design “readable” before adding anything else to it; possible moves are hard to see, and cursor is either too obstructive or not visible enough against the background noise.
10/17/2010 4:46pm
Sounds, scoring, and timer added.
10/05/2010 9:10pm
Menu system, one of approximately three tricky bits of this thing, seems to be working.
10/05/2010 10:13pm
Menu system improved; question and “tooltip” present now.
Coding an RPG is a nontrivial task. Don’t worry, I’m still making this thing (and not chickening out and making a game about rocket-propelled grenades, either). Just giving everyone fair warning that this is going to be none of punctual, elegant, or balanced.
Sorry, recuperating from PAX. Game later. x_X