Droqen’s Messy Worklog/Journal

Posted by
August 22nd, 2010 7:04 pm

Robocop and brainstorming

enemies as weapons

wielding enemies as melee weapons

taking enemies’ abilities

throwing enemies as weapons

enemy = that which actively opposes you

weapon = tool by which to destroy stuff


enemies as weapons…

obvious: Character uses enemies as weapons

what if enemies use each other as weapons?

or the other way around: your weapons become your enemies.

weapons turning against you

enemies as ammunition

11:00 – 12:00

Better brainstorming & Basic engine. Level or random level plans.

okay, so:

platformer along the bottom of the screen, and a bit of a shmup in the bigger picture.

every enemy you destroy can be used as ammunition (?) or maybe launches up on its own.

what i do

enemies as weapons…

Every enemy is a walking SOLID with a BUTTON located somewhere on it.

To defeat an enemy, PRESS ITS BUTTON.

You have no attacks: some enemies / obstacles can only

be defeated by utilizing other enemies’ buttons.

The final boss will be a flying space ship that you need to shoot at with button enemies.

When the button is pressed, a robot’s life-force is totally extinguished

and put into powering the attack that follows.

Some enemies will blow up after a certain amount of time,

and others will fire lasers,


Not all will be attacks per se; some will be shields or other things.

YOU can be injured but can use explosions to your advantage maybe?

edit – or levers!

in any case, you’ve got:

enemies with bad parts that hurt, trigger parts that cause effect & death,

and while they do move they’re also solid and push you around and you can ride them around.

They will not walk through one another.

Compiling first working build:

CHARACTER can move and jump.

COLLISIONS implemented properly.

this adorable guy is ready to jump around like mad!

Levels: VERTICAL, oh so vertical.

12:00 —> 7:30

i feel asleep

7:30 – 8:15

Work work work

Okay not really that much working.

Puzzled away at animating stuff.

kinda awkward-looking.

8:15 – 11:11

Breakfast, Relaxation, and Lunch.






3:00 – 4:00

Back from wedding! Large gap.

Working on Foe/Wpn archetype and relationship.


Missioner Rd.

Mishner, Mischner, etc etc etc

Not done yet! Adding the first enemy.

4:00 – 9:30

Party down

9:30 – 10:30

Drive back.

Design reconsideration:

Knock enemies up/down by popping and stomping.

Any enemy put into this state (it may take a few hits?) will be put into a ‘bullet’

state where they bounce until landing safely somewhere.

Player’s abilities are…

11:00 – 11:30

Returned home. Back to work.

Checking some website crap.

11:30 – 12:30

ACTUALLY back to work!

Got some good work done; back at home! I’m off of laptop and back onto my desktop.

Foe.as object is now better, as their reactions have been simplified.

Player has two options –

1. Pop enemies up from below. If they’re weak enough, this will result in their destruction

and subsequent conversion into projectiles which must hit the enemy boss ship up above

if they are to be useful in any way.

2. Stomp enemies from above. This will weaken enemies, bounce the player, and almost NEVER

kills enemies. It will never result in a straight up projectile.

Enemy boss ship has a few attacks, but…

One attack drops EGGS (maybe several at once or maybe the attack just happens a lot).

An EGG can be launched right back at the enemy ship with good timing, although it is

a pretty weak shot.

It explodes after a very short time, and an enemy bursts out.


2:00 – 2:30

Time to sleep.

There is a SPACE INVADER BOSS at the top of the screen, dropping eggs as its moves.

Currently the screen gets saturated and oversaturated with eggs and then basic enemies (Stampies)

Next steps:

1. Make enemies fire projectiles upon death

2. Make another enemy that deactivates when stomped on

3. MODERATE # OF ENEMIES ON-SCREEN using MOST or ALL of the below…

a) dropping fewer eggs when more enemies are on-screen

b) making enemies occasionally kill themselves

c) making enemies ‘eat’ eggs if there are too many of them? (too many enemies)


2:30 – 10:15


10:15 – 11:15

Resume work after waking

32, 29, 26, 24, 22, 20, 18, 16,

14, 12, 11, 10,  9,  8,  7,  6

Invader drops eggs. Enemies will ‘hurt’ you.

Eggs are intangible now.

YAY it’s all dandy


Log not being very loggy.

Currently player cannot die,

but otherwise basic game is complete!

BOSSMAN drops eggs which explode into fresh enemies (only one type).

You (PLAYER) can jump on heads of enemies to bounce, or slide under and pop up to kill them and turn them into air projectiles.

These projectiles knock the BOSS back one superlarge pixel, dealing one damage.

I may introduce some kind of health system for each pixel of knockback.

Next step: NEW ENEMIES.

and honestly that’s about it! I’m almost done <3



Have finished adding ‘Red’, the jumpy bastard of a counterpart to the player, ‘Blu’

(not really tf2 related >_>)

13:20 – 13:30

Eating food.


Back to work. Brainstorming new enemies & considering new music

larger enemies …

Enemy that grows up eventually after hatching


What else?

Need more enemy designs, especially for more difficult sections.

Ranged attacker enemy

Music making failing; movie in the same room = no chance for success


Wow! It’s been a while!

… and then I went six hours without writing anything else.

This time was spent adding the pointy-headed crown bastard of an enemy, tweaking stuff,

eating homemade pizza for dinner,

uh… making a title screen, win screen, lose screen, and then desperately scratching around in the dirt for a NAME for this game.



One Response to “Droqen’s Messy Worklog/Journal”

  1. killerstarbunny says:

    Just saying I think your are a genius.

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