Posts Tagged ‘day 2’

Progress Update – Day 2

Posted by (twitter: @Zazanxors)
Sunday, December 7th, 2014 12:52 am

So far, so good! I’m making another platformer this time around, and I’ve decided to introduce the theme as a game mechanic in it.


If it doesn’t demonstrate the main mechanic well enough, the idea is that what’s on the screen is what exists – once it’s not in sight, it gets deleted.

Made a lot of progress today. Only had bare-bones tiles in yesterday, which is why I didn’t make a post then, but here’s what’s done so far:

  1. Basic map generation – Every vertical line of tiles is generated separately, with a chance for an enemy and/or a chest to spawn on that line.
  2. Player half-done – You can attack, move around and jump. Gameplay-wise, all that’s left is more stats for your character.
  3. Fully-functional enemies – Spawned in randomly, they leap at you periodically dealing contact damage. Basic stuff so you have something to fight.

Tomorrow, I plan to add player stats to the game such as attack power, speed, etc. Opening chests will give a random permanent buff to a random attribute. I also intend to make the UI during then. If I have extra time, I’ll also be improving the player art (and animating the player), draw a background and make the map randomly adjust the height of a line.

As for the UI, I’d like to dedicate a paragraph to this: Unity’s new UI system in 4.6 is awesome. Seriously. It was a breeze to create the health bar shown, and I learned how to do it in less than half an hour. Incredible improvement. Expect a way better interface than absurdly basic one I had last time.

2nd Update, polishing it up

Posted by
Sunday, December 16th, 2012 3:56 am

Finally this morning I came up with a 3rd mini-game for the criminal “simulator” I’ve been working on.
The new activitiy was very simple to implement which leaves me good chunk of time to polish and tweak the game.

The biggest thing left to do is to port the game for Windows, but in theory it “should” compile pretty much out of the box (result may vary ™).

Started today with a healthy breakfast… a large cheeseburger:

I’m not entirely satisfied with my games concept as it doesen’t really give you a motivation for the crimes you’re committing other than a bad story :D.
On the bright side it haz g0at(s)

At the moment seems very likely I will end my bad streak of 2 failed LD’s in a row, which is nice… time to get to the horrors of porting to windows…

Day 2: The fall and the rise

Posted by (twitter: @Haite)
Sunday, August 26th, 2012 6:41 am

Day 2: Polish and stuff

Posted by (twitter: @sirGustav)
Sunday, April 22nd, 2012 1:03 am

This is the day for adding sound, music, a proper level to the game and polish the shit out of it using up whatever time I have left. Adding more tiles, fleshing out the already existing ones, that kind of stuff :)

Besides from a few sticky keys that I have to hit hard my keyboard seems to be working. Yay! I guess that is what you get for spilling drinks in it.I’ll probably try to clean it tomorrow or buy a new one.

Breakfast: Porridge with apple sauce and milk

More stuff to do

Island in the strea… breakfast, day 2

Posted by (twitter: @drZool)
Saturday, April 19th, 2008 11:26 pm


Ahhh that coffee was great!

Islands are temporary up, No collision responses yet and uglyishly(I made up that word just now), randomly placed. I made all islands fit a circle, to simplify the collisions a lot, fits the theme as well. I’m gonna put the islands in a separate sector manager. Next is collisions and neatly placed islands.

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