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878112 Posts in 32905 Topics- by 24327 Members - Latest Member: MasterFenrir

May 21, 2013, 07:05:07 AM
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1  Developer / DevLogs / Re: Eat your dinner (working title) on: July 16, 2012, 04:36:32 PM
Just finished all levels! Very interesting game and nice concept~!!! The level design is also good too~

A few modification you can do:
- Add some serious music
- Add more levels (maybe 100?)
- Polish up the arts... I know colours play an important role in this game, but at least increase some pixels or add some more stripes on the snakes, to make it recognizable (in terms of where's the head and where's the tail)
2  Developer / DevLogs / Re: Super Ubi Land (2d Platformer) *Official Thread* on: July 16, 2012, 03:57:09 PM
Pretty cute art....
3  Developer / DevLogs / Re: Little Green Hood, a stealth-adventure game for iOS on: July 16, 2012, 12:51:35 AM
Some updates on the game's system I work on last week...

1. Building an editor for loading and saving a level scene, from and to XML.
The game loads its level by reading from an internal XML data, and then spawn all the elements within a level according to the XML data.

Problem
a. For a while now, I've been building levels into a scene, and then export everything into a XML data. And when I wanted to combine two scenegraph into one, I had to copy from one scenegraph data to another, which is quite a messy process as all the exported XML data were sticking together in a big chunk, and is very hard to read and edit.
b. Previously when I wanna to load a level, I had to start the game and wait until I get into certain area, in order for me to see whether it's loading correctly, or is there anything I need to add or remove. And if there's something I wanna to add/remove, I had to get back into the scene (where I build the level), re-edit it and then export it again.. (and it goes back to "a." all over again)

Solution
To solve all these tedious issues, I went on and build a simple editor window which could load a scene from a XML data, and into the Unity editor without the need to start the game on runtime to see it.
I can also delete and add scenes, and then save all of them into the XML data again.
After 3 to 4 days of struggle (as I'm not really familiar with building an editor), it's finally done, and level design got much simpler~^^



2. Entry Point to the next area
Not exactly sure what to call it, but "Entry Point" at the moment. The game environment is built in a "Zelda: A Link to the Past"-esque way, where every time the hero walks towards an "entry point", the next area will be loaded, while the current scene is removed.
The hero will be spawn to the corresponding "entry point" at another area.



Well, building an "entry point" is really simple. You just need to add a trigger at an "entry point" and then just let the scene-loading process happen when the hero walks up towards it... although it's a complex hard for my part because I loads everything inside one scene with a XML data.

In addition to loading a new area (based on the XML data), I also try to play around with some Gizmos, and I made this:



You can also see a bunch of these in "1."

What this is basically, an "entry point" gizmos, where the blue cube is where the hero must enter in order to get to the next area; while the red triangle thing is where the hero will be spawn when this area has loaded from another area.

The purpose of making something like this is to make it easier for my level designer (who's Unity-illiterate btw), to easily understand and see where all these "tools" are in the scene, when they are building a level.
4  Developer / DevLogs / Little Green Hood, a stealth-adventure game for iOS on: July 15, 2012, 11:11:43 AM


Little Green Hood is a project I used to work in 2011 during my free times. It's a simple stealth adventure game which blends in elements from MGS (stealth and humor), Hitman (stealth), and Zelda (graphic). Around Q1 of 2012, I started to apply for a funding to develop the project into a full game, for the iOS devices.

Below is a trailer I submitted to the investors when applying for the funding.
http://www.youtube.com/watch?v=S-Ebh-l37_s
It's an early alpha version of the game by the way.

Little Green Hood tells the story of a young archer who is a survivor of an attack to his village, by a aggressive tribe of Orcs. All of his friends and neighbours were kidnapped (for some purpose), and it's up to him to rescue all of them from the grasp of the tribe.

Typical story for an adventure game huh~?

Well anyway, the current team consist of:
- Lee Zhi Fei (Me): Programmer, game designer, 3d artist, project manager, and the business guy
- Lance: Writer/Scriptwriter, game designer, level designer
- Richard: the sound guy (who also created the awesome track for the early Alpha)

The game will be built using Unity3D.
5  Developer / DevLogs / deepth - a 3d puzzle-platformer game for GPCv3 on: February 23, 2011, 03:59:46 AM
A 3d puzzle-platformer game I developed in about 4 days for the game prototype challenge v3. The theme is “loneliness” and “dimensions”… which was pretty much what the game’s about.



Play it here: http://www.kongregate.com/games/JakeL168/deepth
6  Developer / Business / Re: How to Start an Indie Game Business (WIP) on: September 18, 2010, 01:07:26 AM
That was a lot of procedures over there (the tax, health insurance thingy)...
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