Hey everyone, Taylor here
Today my main goal was to complete all the AI for our minion type enemies. In God's glyphs there 19 separate enemies that all have their own tactics and think differently than the rest. The main idea for our AI, is diversity. Nothing makes a cool game like AI that all act intelligently and in different ways. I think the most fun part of being able to do this is that I can kind of plan a whole battle based on how the enemy interacts with the player. I can make them go from attacking to shooting a web to flying and slamming down on the player and ultimately, any move or tactic. It is one of the most satisfying things writing out the AI code and then seeing it actually work in game and see the enemies dynamically take action based on what other enemies and the player are currently doing.
Saturday, June 7, 2014
Friday, June 6, 2014
Early New Combat System
Today I worked on the new combat system. I made the primary key a weaker hit while the secondary key deals more damage. I also added special key combinations such as left-left-primary which will trigger special skills acquired by defeating enemies. I got this idea from the megaman zero series, where if zero defeats a boss with his sword, he would get a new combo with his sword instead of having to select the new power and use it. These special combinations are registering but not triggering anything yet since I haven't thought of what each combination will do. The player deals damage WITHOUT weapons now, as well as increasing damage depending on how long the combo is (still needs balancing).
Thursday, June 5, 2014
Break Points!!!
Hello world! The entire group is here posting today!
So today we decided it was time to do a merge with everyone's new content and it was quite bumpy. We had several conflictions between our branches that took some time to sort through, and when we finally finished, CRASH! So a great majority of our day was debugging and working through code that was merged in the wrong places or not at all. After that was fixed we thought we were done... and then, memory leak!!! Basically after a long day of commenting in and out code we fixed everything and everyone now has a working base again :) It definitely was a bumpy day full of bugs but now we should be able to progress again smoothly. This weekend we will have to play a little bit of catch up, so look forward to a lot more content over the next few posts!
- Team Glyph Out!
So today we decided it was time to do a merge with everyone's new content and it was quite bumpy. We had several conflictions between our branches that took some time to sort through, and when we finally finished, CRASH! So a great majority of our day was debugging and working through code that was merged in the wrong places or not at all. After that was fixed we thought we were done... and then, memory leak!!! Basically after a long day of commenting in and out code we fixed everything and everyone now has a working base again :) It definitely was a bumpy day full of bugs but now we should be able to progress again smoothly. This weekend we will have to play a little bit of catch up, so look forward to a lot more content over the next few posts!
- Team Glyph Out!
Wednesday, June 4, 2014
Tuesday, June 3, 2014
Sprint 2
Today is the official first day of Sprint 2. For this sprint, our Wheel of Misfortune was to create a developer blog. Which means we will be posting on this blog every day, until up to and including the 14th. Our main goal for this sprint are to complete all of the game specific features. This should be the more fun sprint, especially since all of the fun in the game will be added now. No more boring game core, hello bugs features!
A fresh Sprint means a fresh board!
A fresh Sprint means a fresh board!
Monday, June 2, 2014
Momentum.... whoosh.
Hello, Everyone! Michael here.
Momentum. What is it you ask? Dictionary.com's definition of momentum is "force or speed of movement." In theory, momentum is the numerical value of an objects speed. The way we define momentum in God's Glyphs is quite the same, except... with a twist. Momentum isn't just how fast you are moving through the world, it is how fast you are attacking, dodging, and your most powerful weapon. You must be fast to defeat what stands in your way, and when you are fast, you are everything's greatest threat. Momentum is everything. Abuse it.
Momentum. What is it you ask? Dictionary.com's definition of momentum is "force or speed of movement." In theory, momentum is the numerical value of an objects speed. The way we define momentum in God's Glyphs is quite the same, except... with a twist. Momentum isn't just how fast you are moving through the world, it is how fast you are attacking, dodging, and your most powerful weapon. You must be fast to defeat what stands in your way, and when you are fast, you are everything's greatest threat. Momentum is everything. Abuse it.
Sunday, June 1, 2014
Inspiration...
Hey Guys! Anthony here!
Today I figured I would take the time to go over some of the inspirations for some of the ideas I've had for this game. The first comes from a PS2 game named "Blood Will Tell", in which the player assumes the roll of a samurai who had all of his vital organs stolen from him by demons. Normally this would kill a person, but a 'Frankenstein' type doctor put him back together with machinery for internal organs, blades for arms, and a cannon embedded in one leg. The player then sets off on a quest to obtain the stolen body parts, as the game starts everything is in black and white and upon defeating the first boss and regaining your eyes, color comes back into the world. I always viewed this as a really cool mechanic in a game and was the main inspiration for the color change momentum system in God's Glyph's. Another inspiration of mine having to do with the color in our game was how I had envisioned the color scheme, a very vivid, bright, almost fluorescent scheme of turquoises, oranges, and green/yellows. The game I first saw this was another PS2 game, "Zone of the Enders" and is still one of my favorites to this day for its insanely fast combat. I have seen this color scheme in a few other games, namely PixelJunk, and love how the colors they chose contrast perfectly together. Another inspiration that "Zone of the Enders" gave me was the background music, and how it changed in combat to a more upbeat faster rhythm, but that is a story for another time :)
Today I figured I would take the time to go over some of the inspirations for some of the ideas I've had for this game. The first comes from a PS2 game named "Blood Will Tell", in which the player assumes the roll of a samurai who had all of his vital organs stolen from him by demons. Normally this would kill a person, but a 'Frankenstein' type doctor put him back together with machinery for internal organs, blades for arms, and a cannon embedded in one leg. The player then sets off on a quest to obtain the stolen body parts, as the game starts everything is in black and white and upon defeating the first boss and regaining your eyes, color comes back into the world. I always viewed this as a really cool mechanic in a game and was the main inspiration for the color change momentum system in God's Glyph's. Another inspiration of mine having to do with the color in our game was how I had envisioned the color scheme, a very vivid, bright, almost fluorescent scheme of turquoises, oranges, and green/yellows. The game I first saw this was another PS2 game, "Zone of the Enders" and is still one of my favorites to this day for its insanely fast combat. I have seen this color scheme in a few other games, namely PixelJunk, and love how the colors they chose contrast perfectly together. Another inspiration that "Zone of the Enders" gave me was the background music, and how it changed in combat to a more upbeat faster rhythm, but that is a story for another time :)
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