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TIGSource ForumsCommunityDevLogsGame Dev Diaries: Mega Monster Mania
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Author Topic: Game Dev Diaries: Mega Monster Mania  (Read 18276 times)
Stegersaurus
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« Reply #40 on: January 07, 2010, 10:16:33 PM »

Day 21 is here at last. It seems the more I do the later I stay up doing these videos!



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Mega Monster Mania - Procedural, fast paced dungeon running
Stegersaurus
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« Reply #41 on: January 08, 2010, 10:54:30 PM »

Day 22 is up. Pretty new enemies abound!



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Maxim Schoemaker
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« Reply #42 on: January 10, 2010, 03:35:12 AM »

This all is INSANELY awesome! ^^
Keep it up! =D
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Bones
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« Reply #43 on: January 10, 2010, 08:09:20 AM »

Hmm, as I mention in the comments that some monsters should use weapons.
I really dont think enemies slashing at you would confuse you of who your player sprite is.

But like I picture your new goblins to be swipping at you with maybe even small daggers.
I just think that sprite collision enemies seem boring, and ones that actually attempt to melee attack you would be difficult to get close to.
« Last Edit: January 10, 2010, 01:19:54 PM by Bones » Logged

Sit down and relax,
Keeping focus on your breath,
This may take a while.

Stegersaurus
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« Reply #44 on: January 10, 2010, 10:33:31 PM »

If I'm going to have swords for enemies there's some things I'd need to think about, since no other enemy has swords I worry about it's relation to enemy loot rewards, as well as how "skilled" enemies are in swordplay versus other more predictable methods I use to keep players at safe distances (like eyeball lasers and spinning shields).

Anyway, Day 23 is up! Going forward to see how the game gets harder over time.


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Stegersaurus
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« Reply #45 on: January 12, 2010, 08:13:12 AM »

Sorry today's is a bit late, but when I uploaded it yesterday Youtube was doing maintenance work so I couldn't get a final URL. Today I worked on a new level config tool.



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« Reply #46 on: January 12, 2010, 10:58:53 PM »

Day 25 is up! The new enemies are shown in game and the equipment menus are updated for saving and other nice things.



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Epitaph64
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« Reply #47 on: January 13, 2010, 11:13:42 AM »

Just wanted to toss in my support! I like the variety of enemies you have going so far as well.
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« Reply #48 on: January 13, 2010, 02:21:32 PM »

It's great to see daily progress on a project. Keep it up!
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Stegersaurus
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« Reply #49 on: January 14, 2010, 10:15:24 AM »

Non-video sad update!

So... before people start asking me where the video for yesterday is, I've got some sad news.

HARD DRIVE FAIL!

Last night I was trying to get a video recorded and my FPS was dropping to 5. I thought I had screwed up some optimizations but I didn't do many code changes yesterday. Then my computer froze up. Today I've been looking into it more and it seems that the hard drive I record video on is dying. The game was also on that drive but I've been able to salvage the game data. Unfortunately, all my other hard drives don't really have enough free space to do daily video updates unless I do some big cleaning up, so for now the Game Dev Diaries are on hold. Once I play with my dying drive to see what else I can salvage from it onto a backup drive, I might borrow my dad's backup drive to do the videos on. Sorry! Sad
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Maxim Schoemaker
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« Reply #50 on: January 14, 2010, 11:47:26 AM »

Awwww, that sucks! I'm sorry for you...

Lucky that you could still salvage the game, cause else it would have sucked a LOT more. Having these kind of things happening during development is one of the worst turn offs for making a game. It sucks...

So, don't give up! =^,^=
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Epitaph64
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« Reply #51 on: January 14, 2010, 02:16:52 PM »

Hmm, is it making clicking/grinding noises or something? You could try a chkdsk /r on it (this assuming you haven't done that already Tongue ) Anyways, hope that you can get it working, or get something to work soon, since I like to watch these videos! Good luck!
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Stegersaurus
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« Reply #52 on: January 14, 2010, 10:28:37 PM »

Got a backup hard drive to work with temporarily, and day 26 is up (yes I mixed today and yesterday's work, since I didn't work a full day either day, pshaw!)



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« Reply #53 on: January 16, 2010, 07:49:10 AM »

Day 27 is up!



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« Reply #54 on: January 17, 2010, 07:51:16 AM »

Day 28 is GO! My game needs a name!!!



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« Reply #55 on: January 18, 2010, 09:39:33 AM »

Day 29 went through 2 mics, because the longer these diaries go the more computer components break on me! Game balance is hard.



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BlueSweatshirt
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« Reply #56 on: January 18, 2010, 11:07:35 PM »

ProceduCrawl: A game of looting and slaying

Maze Crawl: A game of loot

DungeonCrawl: A game of loot

Crawl: A game of procedural action

A few quick name ideas based around a few of your project's main themes.

My suggestion for the project in itself right now is to do something with the shop GUI at some point. It's difficult to understand and read as it is, the vertical lines' significant purpose each aren't labeled.(although after following your videos I know anyway)
All in all, the shop/inventory/etc. screen needs some graphical improvement.

Just putting it to your attention. You're doing great with this game, and it's progress is awesome. The way you made the tool to adjust enemies in your levels was pretty neat. I'll definitely be picking up a copy of this for myself!  Beer!
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« Reply #57 on: January 19, 2010, 01:15:05 AM »

Nice man, really enjoying these!

Also, I was wondering how are you handling enemies, do you just have a masterlist of all enemies that loads in the beginning of the game or something like that?


oh and i'll let you know if i think of any good names lol
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Stegersaurus
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« Reply #58 on: January 19, 2010, 09:28:41 AM »

Jakman: Cool names. I'm always worried about using the word "procedural" in a name though, because I think it's something that programmers identify with a lot more than players. We find "procedural" cool and interesting, while our audiences either don't know what that means or are more interested in other aspects of gameplay. The shop/equipment GUI is definitely on my todo list, along with a bunch of other graphical tweaks. I keep sitting on the fence about what to do about those screens, whether I should take another shot at drawing them, or hire someone to handle that part of the art and save myself a headache Smiley

Swattkidd: Enemy generation is done using a probability table and a factory. Every enemy is of the abstract class EnemyBase, which is the core of the enemy classes that handles calling update and draw methods, as well as some of the collision detection. The factory takes in a level and level theme and spits out a random EnemyBase that matches those parameteres. It determine which enemy to spawn based on the table of probabilities and a random number.

Day 30 is up! The game still isn't done!... aww...



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« Reply #59 on: January 19, 2010, 02:04:13 PM »

Ah yeah, game development always tends to take longer than planned Tongue
« Last Edit: January 19, 2010, 02:08:42 PM by Epitaph64 » Logged

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