Friday, March 1, 2019

updates and that pesky rouge type project.

Pre-POST
Working nights is just as awful as I remember -go figure right- but on the side of tooling up for my blacksmiths and having the tech to fix the computer and possibly saving up for licensing or whatever has been good. Taking some time off school seems to have been exactly what I needed.


The game I have been working on, is a Frankenstein's Monster of tutorials, and it's hogpog construction has bounced through different computers and multiple iterations that started on the foundations of the buggy code. For anyone following along, the previous gamemaker project was based off Tom Francis's Make Your First Game, tutorial series.

That project was.... iffy at best. The player could shoot, the bullets would push enemies back and make them shrink until they died. The player upon taking too much damage would explode in a splatter of bits, that the player then needed to pick up before being able to shoot again. This last bit hadn't quiet, every worked... perfectly. 

My next goal was to design a project that would combine two or more tutorials to make a more dynamic game. This is more so an experiment in design than it is in coding, because I am not a programmer, this is to see if it is possible to design an engaging polished product that can deliver an hour or so of game play. Along with give me some rudimentary foundation to test out things I'm excited to explore testing. Like, how to simulate the arch and fall of an arrow on a top down and not profile controlled game, as in.. how do you make a Z axis on a 2d top down game such as Zelda: The Minish Cap. How the heck do day/night cycles work? Could those be expanded to seasonal cycles? How do inventories work? Better yet, how does equip-able gear function? There's alot of stuff in games that's actually quiet impressive when it comes to the development side. But we're going to follow along some tutorials and figure it out bit by bit ^^


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