четверг, 25 мая 2017 г.

Tired of it and must release

After some challenges in life I have decided to move from it project. Too much hurdle with jumping from gig to gig I found too hard to develop so difficult game in two languages.

I bring my working prototype - call it a level (all towers works (I hope so)) and push it.

Nothing more I wish to make to it. Maybe later I return with new knowledge and make it happens. But now I has no knowledge in puzzle/3-in a row mechanics and learning Unity/AGK with overhead of complex game mechanics too much for me now.

Taking medicine for 5 months now I wish to free myself from it. It works basically.

And it placed here: http://gamejolt.com/games/boomtrix/65677

Thank you for reading and supporting me with yours attention.

I wish make smaller scope games faster. I read this advice from many sources and now understand it.

Good luck and meet you in next games.

четверг, 11 мая 2017 г.

Console helps a lot, but complexity grows again

After console introduced I use it to display debug messages. It helps find source of error and remove it.

But internal complexity grows again. I have modules list and weapons/defense list each has link to module. By some bad reason I have trouble to position module. It moves towards removed one.

And hitting wall constantly removes motivation bit by bit. Maybe I should look into more cohesive design of code - all code without links in one structure.

Will see it. Git can help with experimenting.


понедельник, 24 апреля 2017 г.

Basic commands and interpreter core ready

Debugging without seeing contents is very hard. Code review does not show full picture of issue.

Console with interpreter now help view the contents of data structures in real time.


When I saw that weapons created twice - after short looking at code found source of bug.

AppGameKit is framework. And it good at their job - hiding underlying complexity from, but untying my hands to do application architecture as it needed to be.

Memory management and game engine core is on me, but this get you in control. All errors, that arose from code will be yours (maximally). And this helps move forward.

Yes, it has quirks - working with shaders not so transparent, and creation/deletion does not well written in documentation. But it works.

Every engine/framework suks - in their unique way. Unity faster for development than AppGameKit, but when you have game engine ready - all things fit together nicely and speed equalises.

For me AppGameKit is good because I do not bump into engine frequently (2d physics in unity very frustrated me), and you have maximum control.

My games is very small and using big engine is not good at all. Big metafiles and meta db is quirk of unity.

Now I work on AppGameKit, but looking to Defold. Maybe, when I get tools ready for debugging and ingame editor working - game development will be moving faster.

But now I use AppGameKit and happy with it.

Adventure of learning new engines took two trophy: Defold and Godot. Good game engines with editor. Playing with them is fun, but I will know their quirks when work on big project for year or more.

воскресенье, 23 апреля 2017 г.

Debug console is helpful tool.

After making console live with few commands I found bug and removed it faster.

So strange feeling when you look at your code and do not understand, why here duplicated code?

One thing bothers me bigger than others - growing difficulty of code not always as manageable as it should be.

Sometime looking at code and nothing comes to head - what to do next or other questions arise?

Feedback and visual progress is a must. When all tasks seen and subtasks written goal is seen clearer.

When you work on many projects - memory is bad assistant. Trello/HaknPlan boards help support it.

вторник, 18 апреля 2017 г.

Difficulty in life and gamedev

When life strike you in face it's hard to stay determined and motivated. I write game every day and now console works as needed (and some basic commands).

But when I has bad sleep difficulties will grow enormous and unavoidable. I drop Unity for this reason 6 months ago, and now I wish to return back. But why?

Game development is good thing and it helps stay motivated to do my daily job. When hard times comes - easy way out is looking preferable, but I still moving.

Maybe Unity will be used for next projects. But I shall stay determined and finish game. Current version 2.0 in development for half of year, 1.0 - 1.5 years and failed.

I have bad feeling, that it's needed to scrap 2-3 versions of game to get feeling and game play as I wish it to be. Only motivation is Phil Fish and John Blow - they stay determined and move forward because they love game dev and life can not stop them.

среда, 12 апреля 2017 г.

Enter text to debug console with shift

After tinkering with debug console text input and shifting of old text is introduced


Now I can make small interpreter of test commands for interaction with internal game engine.
In near future I'd like to implement console scrolling, command history and consistence between game sessions.

Debug language will be very simple and close to english. Basic commands: show, set, spawn, delete - will make me happy enough to be work on game faster.

Maybe some visual layers as seen in minecraft for debugging purposes can be created.

Short language is needed to introduce interpreter faster. Fast feedback is main cornerstone to be productive.

вторник, 11 апреля 2017 г.

Introduced console for debugging purposes

After debugging code for new ship creation I stuck into hidden information. Common decision to see debug information is shortcut and console.

I decided to make console. After that - it will get me ability to change game params during session. Debug overlay will be introduced later

Console shown and hidden as animated.

среда, 8 марта 2017 г.

Spawners make lasers in place

After work with spawner logic I made it to spawn lasers in each cell of grid.






You can see it in action. All lasers spawned and attack enemy on sight.



Basic mechanics fit to place and I will work on grid logic further. Current state of development is good for me. All logic is simple and handleable, and no more difficult search of "what is going on" for complex logic in game.

AppGameKit is good tool for small game. And I like to use it. If you have joy in using tool - project will be more delight to work on and likely to finish (I presume)

пятница, 10 февраля 2017 г.

Ship explodes when no modules left

Now ship explodes when no modules left, spawning multiple explosions and debris


Ship can move around screen. I tested it with mouse fixed movement. All towers shoot to enemy module where on screen it found.

Also modules is moved with ship.


When you sense control on your creation then you feel good and motivated to move forward.
But one thing will help - determination and discipline. Every day I try to make boomtrix for 15-60 minutes. Maybe more.

And life is no excuse. I droped job, found new, exit again (or being forced to). But boomtrix is moving forward each day.

Maybe game is good way to escape from harsh life, maybe it motivational anchor, helping to move forward in life. But one thing I understand - creativity is good way to make you life brighter.

All other bad things happens and goes. And only your senses and attitude - that is matters.

Two years in development and I happy for each and every day of it. Yes, I changed engine to more simple one. But game is perfectly fit into mind and art same. So I will develop it further.

If all be good - game will be created on end of summer. I have gratitude to blizzard for their "Game will be shipped when it done". Polishing is very tedious and time consuming. And it will come to me after all mechanics and levels will fit together in game.


понедельник, 30 января 2017 г.

среда, 25 января 2017 г.

Debris for explosion

After some tweaking with atlas introduced animated debris for explosion. Debris adds more realistic atmosphere to battle.





They animated, but has only 4 frames. For short lifespan it enough. Debris will be on screen only for 1 second.

Maybe debris should have trail for visual effect of explosion.


вторник, 24 января 2017 г.

HP bar now displays damage taken by armor

Developing live structures now visible. Hit point bar displayed and dimmed by shader by percent amount of damage taken


As seen in details - it only dims core texture to see it as 'damaged'.


One interesting thing happens. When I tried to set shader constant value from 0 to 1 it does not works. After some investigation I found valid range of (0,61..0,68). So strange behaviour.

But this hack works and I should move to next part of game. Maybe I do not understand how shaders handled in AppGameKit, but currently it enough to make special effects.

Some workaround is small price for ease of development.

воскресенье, 22 января 2017 г.

Enemy platform and laser tracking

Playing with laser shooting and tracking enemy platform added. Now turrets follow target and shoot at it.


As seen in previous image lasers look at target and shoot at once. I will introduce shooting time for every laser for more realistic gameplay (every laser is object, and should handle state of shooting for itself)

Basically turret logic for rotating and shooting is implemented. Now I can concentrate on making hit points and testing it with explosions (lasers should display their hp also)

When you implement all game logic by yourself in procedural language, then you found yourself writing old fashioned OOP code over procedures/structures.

This level of control is good for understand what happens and where. I select AppGameKit because of it. In Unity my game made too complicated to keep in mind and UML diagrams does not solve problem, because code is evolving but keeping diagrams in line is tedious.


понедельник, 9 января 2017 г.

Placing basic lasers on ship

After some research, I found tinypng.com and it decrease size of images drastically. (up to 79%)

Added lasers as objects and placed it on ship. Remember old good times when I should restart game/app to see some small changes. And this loop gives feedback needed for development continues

Lasers controlled by basic script. AGK is very procedural, but games is data driven anyway.

Good OOP practice is good for large team. It has it's own price - support this scaffold can be tedious and error prone. And after some time you can forget details. So you should write UML diagrams and update it with code. This applicable to Unity and Unreal.

KISS (Keep It Simple Stupid) principle shines in all perfection - simple code written faster and has less bugs, and I can remember what it does only looking on it, not at all these UML diagrams.

This can be ridiculous to tweak small amount of pixels, but it very satisfying. Game development now shines again with this immediate feedback. And I have sense of programer, not only designer. So good sense of control.

пятница, 6 января 2017 г.

Basic lasers with movement and shot

Introduced tracking of mouse cursor for laser tower. Displayed laser shot from laser tip towards mouse.

Simple game needed to be created in simple tool. Unity too heavy for my small game. On AppGameKit I made this cannon in hours. Will look how much hours will be spent on making it with AI.



понедельник, 2 января 2017 г.

Introduced animated menu

Menu shows animated from right.

AppGameKit is easy to start with. Hope it helps me make me this game faster.

Now it shows highlighted when mouse hover over button. AGK is very programer friendly, but not for designers.

Pressing with highlighting and particles spawned.

I think, that something should be animated on menu. So it will be ships with random weapons and after introducing battle mechanics - small battle simulation (automatic)

воскресенье, 1 января 2017 г.

First steps with AGK

Defold is great engine, and I like it, but AppGameKit I use for year now and it pretty good also.

As you can see - logo developed in two hours looking good.

![](https://n3b6p5n5.ssl.hwcdn.net/data/fireside/posts/3/146/214896/media/logo_35-hm2htpzu.png)

Demo online http://gamejolt.com/games/boomtrix/65677