About svenardo (twitter: @svenardocom)

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Ludum Dare 31
 
Ludum Dare 27
 
7dRTS
 
Ludum Dare 26
 
MiniLD 41
 
Ludum Dare 25

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svenardo's Archive

Making of Zombietron

Posted by (twitter: @svenardocom)
Monday, December 8th, 2014 3:57 am

I wrote a making of Zombietron on my blog: Making of Zombietron 2048. It features a walkthrough of the relevant code and some tidbits about making a game with ImpactJS and ImpactJS PlusPlus.

 

 

I’m done

Posted by (twitter: @svenardocom)
Sunday, December 7th, 2014 3:17 pm

My Robotron inspired game is done. Rather happy with the result. :)

Zombietron 2084

Too tired to come up with a retrospective. Hope to add that tomorrow.

And a recolor for zombie

Posted by (twitter: @svenardocom)
Saturday, December 6th, 2014 11:17 am

zombie0

The player sprite

Posted by (twitter: @svenardocom)
Saturday, December 6th, 2014 10:45 am

Here’s the player sprite. Poor dude looks helpless, but he’s got a secret weapon stashed away somewhere, cause he can shoot four ways.

zombietron (or something)

Zombies!

Posted by (twitter: @svenardocom)
Saturday, December 6th, 2014 6:39 am

I’m making a zombie game for the compo. It’ll be an arcade shooter. The theme is pretty cool, because it’s quite open and also enables me to focus on the action on the single screen.

Here’s a first look at it. This is you, wandering about the screen killing zombies.

Skjermbilde 2014-12-06 kl. 14.35.16

Dev diary for my 7dRTS

Posted by (twitter: @svenardocom)
Sunday, July 28th, 2013 1:12 pm

I was uh-uh, am gonna pass on this one, but then I got an idea for something that I’ve been wanting to do for a while, and before I had a chance to reflect on whether I really had time for this, I was already busy coding.

Started a bit late though, and things are going sluggish, so I’m not confident it’ll be ready on time.

The idea I’m working with is Chess. Specifically, real time chess. I wanted a chess experience that is close to speed chess, but without any turns whatsoever. To limit myself, it’ll be a one player game, with you playing white and the computer playing black.

Wednesday: Grabbed chess pieces and background from opengameart. Initialized the matrix, set up the board and pieces and started working on pawn movement. After just a few hours, everything seemed to be working quite alright.

Progress video:

http://www.youtube.com/watch?v=sSdbK8RWtwU&feature=youtu.be

Thursday:
Rook movement. Rats! Who knew rooks could be so tricky? Sometimes I get them hiding behind pawns. Sometimes capturing white pieces without actually taking them off the board. Sometimes just jumping over pawns. Spent hours on this now, and they’re still not ready!

Friday:
Ok. So the rooks are finally behaving. Plugged in Rook behavior to the queen, so she’s halfway there as well. It’s starting to look more like a game now. Of course, at max speed, a complete chess round seems to be over in a minute. That’s speedy… With  a little fine tuning at the end (and logic for player movement – currently, it’s on the honor system – ie. you’re permitted to do all kinds of illegal moves), I’m hoping a reasonable match can be played in 3-5 minutes. That’s the sweet spot I think.

Another progress video:

http://youtu.be/LZTIYEoqIHk

Rooks, bishops and the queen is now in the can. King and Knights remain, and then just the singleplayer logic. This should actually be doable, but family stuff will get in the way on saturday, so the rest of the work will have to be done on sunday.

Saturday:

Snuck in an hour of dev time in the morning. Fixed a few bugs regarding player select and movement. It’s really shaping up nicely. Very hectic gameplay. Still need movement patterns for Kings and Knights, and the whole player logic.

Screenshot saturday

rts_chess

 

Sunday:

Movement for Kings and Knights are done. While writing the logic for those, I came up with a much more efficient algorithm for deciding when and how to move those pieces. Doh! So now I really must rewrite the other pieces with that code. However, if I’m going to be able to put up something playable today, that has got to be moved to the backburner.

Another progress video, now with all pieces moving: http://youtu.be/V2h6xitUB6Q

First public beta:

First public beta is done… It’s playable, but there’s very little intelligence to the computers play, so winning is relatively easy. Bugs are likely. Refinement is necessary, but hey, I made it. Cheers. Hope you like it, and hope you have fun. If you find bugs or have suggestions for improvements, please tweet me at @svenardocom on Twitter.

A minimalist RPG

Posted by (twitter: @svenardocom)
Saturday, April 27th, 2013 1:20 am

Minimalism is a hard theme. The easy route (for me) would be to do an arcade game with minimalist graphics, but I want to keep challenging myself. I’ve decided to do an RPG. I’ve never done that before, but I really enjoy the genre. I’m thinking that designing a simple, minimalist RPG will be a fun, but hard challenge. Should the combat be minimalist, or the story, or just the graphics? Maybe all three. Maybe there should be no combat?

Basic story:
In the game, you will start alone, in a lush forest landscape. You have heard rumors of a cave filled with treasures in the mountains, and being a poor lad, you want to seek out that treasure. What dangers await you on the journey? Probably lots, but you don’t care. You got the hunger. You are in Farmworld. Explore and dig, and find the golden potato to win. Beware though, cause the spuds can kill.

Plan:
– create a repo (done)
– create a world map (done)
– design basic world sprite tiles (done)
– create a player (done)
– give player characteristics (done)
– design a basic player sprite (done)
– put player in the world (done)
– design enemies (done)
– put enemies in the world (done)
– design combat scenes (done)
– ???
– submit game

Ruminations:
Turns out the ??? was rethink the entire story in order to finish the game before the deadline was over. Turned out rather silly in the end, but I’m quite pleased with the result. Some bugs remain, like spawning so far left you end up under the menu, and some features went AWOL, like magic, but that’s how it goes.

The time limit imposed on this contest is really tough, especially given that are required to create your own graphics and sound within the same period. Being mainly a coder, having to create graphics from scratch while coding a game that’s supposed to be finished in a weekend, is a huge challenge.

On “Farmworld” I had originally planned a more RPGish setting, with more monsters, more combat, more fun. With only 12 hours to go I realized that in order to make something with some form of gameplay and an ending, I had to come up with something clever. Now, I’m not going to claim what I did end up with was clever, but at least it was a way to wrap it up.

I’d like to fork this game now post-LD and make it a real adventure. I like RPGs and I think I have the basics for a game that can be fun and interesting to play.

You are the alien

Posted by (twitter: @svenardocom)
Saturday, December 15th, 2012 2:21 am

Love the theme. Unexpected though, but no problems with that as it makes for a more interesting challenge. I’ve started work on my game which is tentatively entitled “Reverse Space Invaders”. You are the alien. Win the game for the alien race.

Will make it in HTML5/JS. Question – can the game be made public while creating it?

I’m in

Posted by (twitter: @svenardocom)
Friday, December 14th, 2012 4:09 pm

Hi guys, I’m in. Been waiting for a chance to join a LD. Excited to see what the theme will be. :) Tools of the trade: HTML5 & JS web.
Regards, Svenardo

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