Posts Tagged ‘enemies’

Day 3 Gif-a-thon!

Posted by (twitter: @Zazanxors)
Monday, April 18th, 2016 2:48 am

MorphSpace-Enemies

There are now enemies!

MorphSpace-Mines

You can blow them up with mines!

MorphSpace-Husks

Turn their remains into useful stuff!

Today is over, and I couldn’t be happier with what got done. As you can see from the plethora of animated imagery, I have added kamikaze enemies, proximity mines to blow them up with, and made it possible to transform (read: shapeshift) their corpses into defensive objects to kill more enemies with.

I do plan to have more options for building (cough shapeshifting) and more enemies to fight, but UI and sound are going to have to take priority, so I may not get that done in time. Despite this, the basic gameplay is there, and it works well!

Ship and World

Posted by (twitter: @juaxix)
Saturday, December 15th, 2012 9:19 pm

Here is the ship in the Shiva 3D engine:

Fighter by www.psionic3d.co.uk

Fighter by www.psionic3d.co.uk

it’s an old free ship by www.psionic3d.co.uk I have converted to fit in this LD25:

ship by www.psionic3d.co.uk

ship by www.psionic3d.co.uk

And here it is, the game running

Game already working

Game already working

this game is just now in Blackberry appworld waiting for review, meanwhile, I’ll try to improve it 😉

AVOIDAL – home found!

Posted by
Wednesday, October 27th, 2010 10:44 am

AVOIDAL - Use Your Enemies

AVOIDAL (my August 2010 Ludum Dare entry) and October Challenge entry has found a home!

I’m excited to report I finalized on a primary sponsorship deal with Tom Fulp of Newgrounds last week and have finished all the integration and testing work required. That work included getting to create 23 fun medals (achievements) for players to win when the game is played over on the Newgrounds site with a player account. The game will launch over there next week on November 3rd. I’ve also managed to sell a few non-exclusive licenses including one to Big Fish Games. The primary sponsorship was found via posting to Flash Game License. I spent a good bit of time in October working on, play testing, and polishing the original competition version into the final version.

AVOIDAL screenshot - final version

The highscores have been reset so get in there and play!

AVOIDAL – Final!

Posted by
Sunday, August 22nd, 2010 7:02 pm

AVOIDAL Final Version!

I submitted my game to the form with 5 minutes to spare! Phew…

Play it  here in your browser!

My game page here on the Ludum Dare blog.

Second playable build

Posted by
Saturday, August 21st, 2010 1:20 pm

Second playable version

This is my second playable Flash prototype.

Try to draw the enemy spikes and red seeker boxes into the yellow mines for points. If you hit anything on screen you will take damage. Your energy recharges over time. If you lose all your energy it is game over.

Idea and mockup

Posted by
Friday, August 20th, 2010 7:30 pm

mockup1

Got my basic idea in place. Since there is so little time in this competition I was looking for an idea that I believe will be a good balance of fun with ease of implementation. This theme is fun and so wide open I expect a ton of similar base ideas implemented in many different ways.

My idea is simply an arcade score or collect-o-thon based around using various types of enemies on screen as your weapons to hit the collectibles.  In the screenshot above you are the target or bullzeye player which will be mouse-controlled.

You will fly around and lure the enemies into following or shooting at you. Once they are coming at your player you can move them around to hit the collectibles.

Simple and basic but it leaves a lot of room for fun and messing around with that mechanic.

Golden Rule of Adding Moving Gameplay Elements

Posted by
Monday, February 18th, 2008 2:40 pm

Copied from my Dev Blog

So eventually you’re going to have to put in moving/walking/talking elements of various varieties in most any game. Maybe they are lemmings. Maybe they are AI controlled bot opponents in an FPS. Or maybe they are soldiers in an RTS, or enemies in a hack and slash. In any case it’s daunting to add these gameplay elements because the behaviour will ultimately require so much tweaking and experimentation. Where do you start?

Carefully creating a system for managing/handling such creatures is… somewhat uninspiring work. And worse, what kind of result do you get? Did you end up forgetting some crucial detail, or do you get a very complex, neural-net-enhanced AI that just acts stoopid? Good luck!

When you see your little guys moving around, only then do you start to see what practical changes you can make to their behaviour. It doesn’t mean you can’t have larger scale frameworks in place, it’s just that even with these frameworks (e.g., pathfinding) it’s not too obvious how to code the heuristics until you are into.

This brings me to my Golden Rule of Adding Moving Gameplay Elements:

First, just add something that stands still and you can zap.

Of course, “zap” might stand for anything. Maybe zap means clicking an RTS unit. Or talking to an NPC. But your first implementation should not worry about movement or anything. It should just create the actual unit, place it. You can start to work out your enemy placement/spawning system at this point, or start to think about how they will behave. But either way, what you really need before you can get started on any practical level is to get it placed. And in order to do that most easily, just forget everything else that will have to go into it for the time being.

I would do well to remember this in the future. This way of thinking avoids me spending all kinds of time mulling over millions of options without anything to start experimenting with. With a purely dumb element placed, purely dumbly, I am able to start the kind of wheedling experimentation neccesary to make it work.

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