Hi all,
The game project is on a good progress. All of the planned features are coded. We reached the alpha state! At least I hope so... The following weeks the code will undergo some refactorization, parallel with generating contents to it. I will inform you about the developments week by week.
You can download the BV_alpha sourcecode from here.
December 19, 2011
December 12, 2011
Objects
Hi,
Here is my next development video. Last week I implemented objects in the word. You can walk around them, but can't walk through them :). You can't shoot them through neighter. These objects can be static like tent, dinamic, like fire or portal circle or interactive like rage crystal. I also implemented switch between levels. During the coding I changed the previous render class a bit, so no more layer operation needed. The overlap of the sprites now handled with an ordered blitting to screen. At the end some bug was handled. This week I will work on the AI, and if it go well the pre-alpha state will be over.
Here is a video about the progress:
Here is the sourcecode.
Here is my next development video. Last week I implemented objects in the word. You can walk around them, but can't walk through them :). You can't shoot them through neighter. These objects can be static like tent, dinamic, like fire or portal circle or interactive like rage crystal. I also implemented switch between levels. During the coding I changed the previous render class a bit, so no more layer operation needed. The overlap of the sprites now handled with an ordered blitting to screen. At the end some bug was handled. This week I will work on the AI, and if it go well the pre-alpha state will be over.
Here is a video about the progress:
Here is the sourcecode.
December 5, 2011
All you need is... RAGE!!!
Hi,
Here is the next stage of my game development. Last week I implemented the rage system. The main tought behind it was add more fun and strategy to the game. Thats how it work:
You have some skills, that have a rage cost. If you cast them, that much rage you will lose. If you don't have enough rage for a skill you can't cast it.
You can get rage in two different way. First if you couse damage to an enemy, it give you a small amount of rage. Secound, if you hurted by an enemy, it gives more rage.
Simple, isnt it?
You can download the tech_demo_v05 source from here.
And here is a short video about it. The game has its own sound, because I added some sound play feature to it. So watch carefully....
Here is the next stage of my game development. Last week I implemented the rage system. The main tought behind it was add more fun and strategy to the game. Thats how it work:
You have some skills, that have a rage cost. If you cast them, that much rage you will lose. If you don't have enough rage for a skill you can't cast it.
You can get rage in two different way. First if you couse damage to an enemy, it give you a small amount of rage. Secound, if you hurted by an enemy, it gives more rage.
Simple, isnt it?
You can download the tech_demo_v05 source from here.
And here is a short video about it. The game has its own sound, because I added some sound play feature to it. So watch carefully....
November 30, 2011
Resources
Lately I searching for different stuffs like spritesheets and sound for my upcoming game. Of course these are need to be open source. After many hours of hard workt I found two sites, that I deffenetly will use at the future.
One for arts and sound:
http://opengameart.org/
Another for sounds and effects:
http://soundbible.com/
Stay tunned for the next video! It will come at the next week. :)
One for arts and sound:
http://opengameart.org/
Another for sounds and effects:
http://soundbible.com/
Stay tunned for the next video! It will come at the next week. :)
Labels:
art,
opengameart,
resource,
sound,
soundbible,
spritesheet
November 20, 2011
B.V. development progresses
Hi Everyone,
Here is a short video about the develeopments that I recently made on B.V. Enjoy it!
Here is a short video about the develeopments that I recently made on B.V. Enjoy it!
November 10, 2011
Some more classes
Hi,
As I said in my last post, I'm going to share some more of my classes now. These are:
UpdateRectSprite: I use it to update the sprites rect during move update, because of the collosions.
GarbageCollector: Its track some objects during moving and kill them at the boundary of the levelmap.
Dialog: It is update the HUD dialog data.
MoveSprite: Update sprites posÃtion according to time and speed.
AnimateSprite: It update the Sprites frames.
As I said in my last post, I'm going to share some more of my classes now. These are:
UpdateRectSprite: I use it to update the sprites rect during move update, because of the collosions.
GarbageCollector: Its track some objects during moving and kill them at the boundary of the levelmap.
Dialog: It is update the HUD dialog data.
MoveSprite: Update sprites posÃtion according to time and speed.
AnimateSprite: It update the Sprites frames.
November 3, 2011
First look on B.V.
Hi Everyone!
Long time no see? Well I was on a small holiday, but I code a lot. XD. I hope all of you remember that, I started to rewrite the Tech Demo v0.2, that you can now download here . Below you can see a short video about the new 'engine'. Thats for now, next time I will share some of my classes with you.
Long time no see? Well I was on a small holiday, but I code a lot. XD. I hope all of you remember that, I started to rewrite the Tech Demo v0.2, that you can now download here . Below you can see a short video about the new 'engine'. Thats for now, next time I will share some of my classes with you.
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