About Wevel (twitter: @Wevel50000)

Entries

 
Ludum Dare 37
 
October Challenge 2016
 
Ludum Dare 36
 
Ludum Dare 35
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 30

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Wevel's Archive

Vector Fighter Has Been Released

Posted by (twitter: @Wevel50000)
Friday, October 28th, 2016 4:48 am

I guess that this is my October challenge entry. I’m unlikely to make a lot of money but oh well, this is my first game that I’ve finished to an alright standard.

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You can get Vector Fighter for android on the play store.

All done for another Ludum Dare

Posted by (twitter: @Wevel50000)
Sunday, August 28th, 2016 9:15 pm

Really happy with this game, a base building resource management game. And I actually did most of what I had wanted to do

play it HERE

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Good Progress so Far

Posted by (twitter: @Wevel50000)
Saturday, August 27th, 2016 6:51 pm

Doing really well so far with what I have planned, so far the main things I’ve done are:

  • Building rooms
  • Worker AI
  • Resource production and requirements for building

I therefore should be able to finish fairly easily tomorrow.

End Day 1

Workers have AI

Posted by (twitter: @Wevel50000)
Saturday, August 27th, 2016 7:37 am

Made a load of progress on my base builder game, you can place rooms and workers do work. Soon going to have workers constructing new rooms.

Worker AI

 

Added tutorial and Kongregate version

Posted by (twitter: @Wevel50000)
Saturday, April 23rd, 2016 12:02 pm

Just uploaded a new version of my game SHIFT to Kongregate you can play it

HERE

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Time lapse of making SHIFT

Posted by (twitter: @Wevel50000)
Wednesday, April 20th, 2016 10:04 am

All done

Posted by (twitter: @Wevel50000)
Sunday, April 17th, 2016 7:44 pm

Thats another Ludum Dare done you can play SHIFT

HERE

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I’m very happy with this game, although i half implemented online multiplayer but had to stop as I knew I would run out of time, was dealing with quite a big bug

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With that all done the only problem I have is that the animated character  shows as a white block in the web build, and I know I’m not the only one with this problem, has any one seen this in a unity web build before – did you have a fix for it, I’m not sure what is causing it:

animator error

 

Getting There

Posted by (twitter: @Wevel50000)
Sunday, April 17th, 2016 10:18 am

The main UI is now up and running on my game, the basic AI is working just need more content and maybe fix the multiplayer.

Getting there360x270

But for now, MORE CONTENT TIME

I think i need a bit of colour in my game

Posted by (twitter: @Wevel50000)
Saturday, April 16th, 2016 4:23 am

Grey scale

At least there is a colour scheme

Cards and rooms

Posted by (twitter: @Wevel50000)
Saturday, April 16th, 2016 3:09 am

Drag cards

Been working on a card system, looking nice so far.

Cards can be dragged into play, currently they add rooms to the world but they will do more later on

 

Im doing this

Posted by (twitter: @Wevel50000)
Friday, April 15th, 2016 11:25 pm

As usual I’m doing the compo, got quite a nice idea for this time. Got a room display system up and running, might have a random generation system at some point, maybe.

But so far, so good.

Rooms

New Update to Growdom

Posted by (twitter: @Wevel50000)
Wednesday, December 23rd, 2015 6:36 pm

NewUI

Just updated the Kongregate version of my Ludum Dare 34 games which can be played:

HERE

Note this is not a compo version so don’t use it for rating, if you want to rate play:

THE COMPO VERSION

I have really enjoyed making this update and realizing just  how bad (and wrong) some of the original code was. This means that some of the main features of this new build are bug fixes, but I have also updated spawning script to make the start of games more varied and fair and I have changed the UI to make it easier to understand along with some balancing and optimizations.

I will most definitely continue to update this game but for now only on Kongregate so as to not get the compo version muddled up on itch.io. However when the voting has finished this will also be updated to the latest version.

BetterFog

And as always, thank you very much for playing my game.

If you want to see what the changes to this version, here are is the Change Log:

V1.02v0
Features:
+ Added tile type display, building name will be green if it is the optimum type for the terrain type
+ Added some useful messages to give the user more information about what is happening
(e.g. that a building is already at the maximum level so can’t be upgraded any more)

= Changed fog to use curved edges similar to how the kingdom border is done
= Changed scenes to be loaded additively
= Changed resource display poll resources to be more correct
= Changed resource cost display to show current resources/net and cost resource/net change separately to be more clear
= Changed cost resource display colours to show effect of building/upgrade/attack where the cost will be red if possible
and the net will be dependant on the final net (i.e green if the effect will end up being positive, red if negative)
= Changed team spawning to be randomly generated to give more variety and be fairer at start (will mostly start with positive net for all resource types)

Balancing:
= Reduced amount of gold produced by towns
= Changed attack cost when attacking a different team to include the base cost of the tile dependant on the terrain type
= Increased starting resources to 100 for each type (from 20)

Bug Fixes:
= Fixed bug where lines would end up between tiles at certain zoom levels, now uses a default material with “Pixel snap” turned on
= Fixed bug where display tiles would not be destroyed when new instance of the game is loaded
= Fixed bug where upgrade cost was inconsistent/wrong
= Fixed bug where the cost for building/upgrading buildings was applied incorrectly
= Fixed bug where resource display was incorrect
= Fixed bug where team start locations where stored in a static variable making them not be reset on starting a new game causing
an infinite loop when trying to find a new start location
= Fixed bug where buildings could be downgraded to negative levels
= Fixed bug where you can attack tiles if you click on a development button when you can’t build upgrade
= Change internal method of accessing upgrade data to make it more difficult for me to make mistakes and made it work properly

= Other optimisations and bug fixes

Growdom Walk through

Posted by (twitter: @Wevel50000)
Saturday, December 19th, 2015 6:38 pm

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I have just made a walk through guide for my Ludum Dare entry, Growdom just to help anyone who is having difficulties.

YOU CAN ALSO PLAY GROWDOM HERE

Growdom

Posted by (twitter: @Wevel50000)
Saturday, December 19th, 2015 6:04 am

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So after another entry to Ludum Dare (my 5th entry), I’m really starting to see just how much better I am at making games, when I compare this entry to my first one there is a huge increase in quality, detail and even the number of game mechanics in it. I’ve also now completed my goal of including an AI system within a game which can make ‘player like’ decisions based on the current situation and for the most part can do exactly what the player can do.

PLAY IT HERE

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The good:

  • Tile based map – the map can have tiles updated in real time with no obvious decrease in performance
  • AI – the AI can compete against the player in a relatively realistic manner
  • There is a fair bit of replay-ability with the game as the map and spawn locations are randomly generated
  • Resources – the resource system works well and the idea of balancing your resources works well
  • Upgrades – although I haven’t made it very clear, you can upgrade buildings to make them produce more which means that you can balance the negative effect of having too many tiles, which is that they each cost 1 of a resource in upkeep
  • Kingdom borders – these took a while to get working but I’m very happy I added them as it makes it a lot easier to see where each kingdom is

The bad:

  • There is no music in the game
  • The tile graphics need a bit more work to make them look nice, its only the tiles I made near the end of the 48 hours that actually look nice
  • The resource display sometimes doesn’t update properly
  • I didn’t have time to implement a tutorial
  • The fog doesn’t loop very nice, it needs something similar to the kingdom border

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So overall, I am very happy with this game, and am currently continuing the development of it to fix some of the issues as well as to add some new features. I am also working on a mobile version as I think this might work well to.

I have also added my game to Kongregate so you can play the latest version there as well along with the itch.io version.

Thank you very much for playing my game and I’m really enjoying playing other entries as well.

Time-Lapse Video

Posted by (twitter: @Wevel50000)
Monday, December 14th, 2015 6:22 pm

Just uploaded a time-lapse of the development of Growdom.

CHECK IT OUT HERE

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Also for people who have already played my game, I will try to fix the bug with placing buildings on captured tiles as soon as I can.

and if you haven’t played it

YOU CAN HERE

Another Ludum Dare

Posted by (twitter: @Wevel50000)
Sunday, December 13th, 2015 9:19 pm

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I really surprised myself when I noticed that this is my 5th Ludum Dare entry, and also by how much better I’ve got a programming games. I finally managed to accomplish my goal of making a proper AI in a game, in this case one which decides (just as the player does) what tiles to attack and build on, while making sure that  there aren’t any deficits in resource production. Yes, they cheat a little by being given resources if they run out. But its still a working AI and that’s what matters. I still haven’t found a way of doing good UI or music but iv put some sound fx in so that’s something. Anyway, I look forward to playing your games and here is mine if you want to play it.

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