|
A thread to discuss Cthulhu Breaker Iteration 2 progress, I need a lot of programming coaching which Tollur has agreed to give a fair part of, so there will be a lot tech mumbling here. First out is the polish on the physics. |
Submitted by Gridur
Mon, 03/01/2010 - 18:06
|



Got the system that me and
Got the system that me and Tollur have talked about this evening up n' working, but I really need some help with the Sphere - Sphere collision code, edge collisions with bricks really seem to be quite buggy at this stage, but when this is fixed I think we got a winner!
As soon as I've gotten a more stable system for physics I can start working on some new features for the game, like adding some particle fx, brick animation, crash animation, sounds and such! oh, heres a list of the stuff I've got planned for the I2 release
- Make the level editor more userfriendly.
).
- Fix a system for moving bricks.
- 15 more levels.
- 10 new Power ups.
- Better Power up Graphics (need to have a cleaner design so that you actually know what the hell yer grabbin
- Level transitions.
- 2 new Background images.
- Brick animation and break animation.
- Music and Sound fx.
- Options menu (set fullscreen, Vsync, Controller types exc)
- More brick types.
- Make the physics more stable.
It's quite a list, but I intend on waiting with release about a month or so. This game project should not have more than at tops 10 iterations before it's finished. I will complete it and do it good, but it's not a "This is the game that I've always wanted to do" thingie hehe.
Anyway, more updates to come!
// Gridur
I just made a quick
I just made a quick play-through and I must say that the physics did not bother me at all. Personally I would make sound the top priority for i2 it would add immensely to the game and it's a whole new sub-system for you to figure out.
Otherwise your list of things to tackle looks solid albeit a bit too much imho. It's better to have a quick turnaround on iterations than add lots of stuff. I would definitely divide that list into two iterations.
I really like the game, it would be really cool to have a deep and horrifying back-story/theme/gfx/sound as this would really clash with the casual style game play in an interesting way.
Also... I don't know if you will have any copyright issues with the name Cthulhu?
Keep it up!
Great to hear that the
Great to hear that the physics didn't make your gamin' experience an bad one.
Sound is definitely one of the tip features I will work on for the next release, as it happens I have 2 quite fine trax ready since old, an old Doom3 mod I planed ages ago, it got that Underwater feel to it and it's really eerie.
The Slick2d lib has really good support for playback of both sound and music, so the coding shouldn't be to much of a bother.
The story is in my head as it is now, but in big it's about the building blocks of R'yleh starting to surface and your mission is to destroy as many as you can before Cthulhu gains to much power to be able return to the surface and turn all mankind insane!
I'm having some small plans to make 2 games tates in this one as well, one Breakout state and one classic shooter state, a bit transformer styled makin' the sub a cool attack sub that fires an array of badassnes at all the creatures that comes against it! But I'll concentrate on this for the moment and see where it brings me
I really don't think there is any copyrights taken on the name Cthulhu, it's rooted in the pop culture pretty deep, but if someone should have a problem with it in the future I'll just rename it to Kutulu Breaker
// Gridur
I've fixed some sounds and 2
I've fixed some sounds and 2 trax for the soundtrack that works fine with the game! I will continue to work on better sound fx throughout the iteration, but now I know how to implement and play sounds ingame! Works really well with my tracks, makes the game a whole lot more eerie
// Gridur
Options Menu
I got a options menu up and running now! You can set sound and music volume, mute sound or volume, set Fullscreen and Vsync and lastly choose between mouse, keyboard and joypad controls.
I might extend the controller options to key/button configuration, but that will be a later project.
There's some weird bug that I'll have to resolve with the Mute Music/Sound checkboxes, but it's minor and probably just because I'm up to late this evening!
Feels good to get this far.
Next up will be to redesign the editor and add more features (moving bricks system for example). This is a pretty large part of the I2 task list so It'll take a while to get it done, but after that the release will probably be just a couple of days away! So stay tuned!
Heres a screen of the brand new Options menu anyways!
// Gridur
New shining gfx for the editor!
been a busy bee this day with revampin' the gfx for the editor, I've really finished of all the GUI elements for it and now I just got to get all the code right to make it work properly.
I really thought this would take a lot more time to finish, but I guess I've gotten quite a good flow now and finished it up during the day.
I might add more features to the editor in the future, I'm thinking on maybe having scripted events happen in levels, like a shark (or better, a deep one) swimming across the screen, and you'll have to hit it during a short period of time to get something sweet. But implementing this would not be to hard for the GUI (got some button space left at the bottom).
Right now I've done the things that I know I want in the editor, like the moving bricks system that will come with I2 and the ability to choose from an array of backgrounds.
I don't know how long the coding of the new editor will take, I got the base done and ready, so it's really just a tweak job at this stage, so hopefully It'll get finished in a day or two! After that I can concentrate on getting more features into the game, some particle effects, break animations and such! But I really think I can handle a release within a week at least!
Anyway, here's a screenshot of the editor layout! Hope you all don't get to tired of my graphics posts hehe, I guess it's a side effect of me being mainly a gfx artist makin' me own game.
// Gridur
Sweet work! Looking forward
Sweet work! Looking forward to I2
---------------
Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)
Thanx B! Just managed to
Thanx B! Just managed to implement a system we used in Time Breaker, pretty easy really, but It makes the gamin' experience a lot more fun. Magnetic control of the balls, when you press and hold the right mouse button the pad emits a electromagnetic radiation that makes the ball pull towards the bat, so when your ball has been caught in a lame angle and it feels like the game is just going to bounce on without you forever you just hit that magno button and make the ball steer towards you instead, will make some kind of energy system so that you can't overuse the system, It can and will be used to strategically move the ball, and we don't want the game to get to easy do we
The coding on the editor is going steady as well, I got some problems finding a suitable GUI lib to manage the text fields and such, but I think I've got a winner now, just need to work out how to implement it with the game and Slick2d in general.
After that I've got a list of features to check to, and then the release will get published! I'll keep yer posted!
// Gridur
You don´t need a gui lib!
You don´t need a gui lib! Use IMGUI!
Checked it out a quickie on
Checked it out a quickie on Google, and It would be good training to program me own GUI components and all, but TWL gots support for a FileChooser Widget which would be great if I am to release CB with the Editor, would be great for players to be able to make their own levels and levelpacks for their friends to play, and that would mean a couple of more complicated widgets.
How do you make the Minigolf system work out with player made levels and all? Would be nice to have something like that for CB as well now when the Editor is starting to look nice and easy to use and all.
// Gridur
Post new comment