Posts Tagged ‘Pool’

Kraken pool party post-mortem

Posted by (twitter: @wilbefast)
Tuesday, April 29th, 2014 5:56 am

It’s party time 😀

“Kraken Pool Party” is a game about a schizophrenic Kraken. Each player controls a different tentacle: may the most tentacle-y tentacle win 😀

As predicted the game looks nothing like my mockup 😉

A lot of the initial features didn’t meet the cut, but since we applied McFunkpantsrolling MVP philosophy we were able to fall back on our most recent working version about 30 minutes before the end of the jam (at 2:30AM French time) and submit with no stress :)

To be precise the game ends after a fixed time rather than when the Kraken is killed by the enemies. The enemies don’t even attack, and no sailors fall into the water (so there’s nothing to eat). We did manage to implements all the important features though (moving, grabbing, smashing, throwing, title, score screen, etc): it’s a complete game albeit a limited one :)

 

So this kind of agile, iterative development strategy can work extremely well, it just means spending a lot of time and energy guiding the project, and a considerable amount of discipline (because we all want to implement all the features)!

Implement all the things!

Looking forward to playing your games 😀

Kraken pool party!

Posted by (twitter: @wilbefast)
Saturday, April 26th, 2014 9:07 am

Beneath the surface, the Kraken awakens!

We’re making a party game where each player controls a different tentacle of the Kraken. So basically we’re ripping off Crawl hardcore 😉 Also Death Worm. Only it’s multiplayer so it’s cool.

The game will probably look absolutely nothing like this (click to zoom):

Kraken pool party, a party game about krakens and parties.

Kraken pool party, a party game about krakens and parties.

The Kraken can block projectiles and smash ships, and move itself around my grabbing the sea floor. It can also pick up animals and sailors and put them in its gaping maw of death!

 

 

We’re using Unity 3D because we’re lazy.

Question: How do you rate mood?

Posted by (twitter: @caranha)
Sunday, May 5th, 2013 9:36 am

Just throwing a question for everyone out there. I have my own answer, but I was wondering if it is the right one afterall.

How do you rate mood? Can you give some examples of high mood and low mood games?

Cheers!

Drying off

Posted by (twitter: @mikekasprzak)
Saturday, September 6th, 2008 8:04 pm

Alright. So I started out this morning by writing a long post where I detailed my decisions that were going in to my Texture Pool design. I nearly finished it, before finally realizing my argument could become moot with a couple simple hacks.

Disappointed in that, I put my head down and got to work.

While working, I realized I could combine both methods, and get the benefit of both.

And eventually finished.

So the Texture Pool is done, but it is late, so I’d rather call it a night. I may revisit earlier post, since it does have some meaningful information in it.

As for a Sunday tool, we’ll see. I gotta read over my notes and think a bit about how badly I want the image slicer stuff, or if I should get on to the slightly hacky screen builder. Hmm..

Toodles!

Swimming in a texture pool

Posted by (twitter: @mikekasprzak)
Saturday, September 6th, 2008 5:35 am

I have a seemingly endless list of libraries and tools I want, and a few I need to finish up my current project. So I’ll be starting with something I need. If all goes according to plan, I’ll get to start another one tomorrow.

So I need a Texture Pool. In other words, I want a nice way to say “hey, load blah.png”, and it’ll use it’s brains to know that I already loaded “blah.png”, and return me the same copy. Pretty straight forward stuff.

This Texture Pool is a piece I’m adding to my graphics library. Said library is designed to wrap multiple graphics API’s. Currently it wraps OpenGL (1.5) and OpenGL ES (1.1), but it also has a slightly out of date software renderer too (lacking texture support, but does geometry and transformations).

The Texture Pool itself I’d like to eventually support several formats. Currently it supports a hybrid format of mine, LZMA’d Power VR (PVR) files. The way it’s structured, it’s easy enough for me to support ZLIB, BZIP, or RAW PVR files as well, I just don’t currently. And while I don’t yet support them, I have stubs in place for PNG and DDS files.

I have some other wild goals for the Texture Pool down the line. Right now, one of my main target platforms requires square power-of-two textures. So I’d like to build a tool for combining multiple smaller images in to a single texture atlas. I’d also like a way to automatically fatten up a PNG image file, yet still somehow remember the original dimensions. This slicing information I’d like to be known by the Texture Pool, so I can draw centered or aligned texture elements with just a call, instead of having to build geometry or remember dimensions.

My solution to both is a custom file format, vaguely like an archive format. As an added bonus, I want it to be able to support storing multiple images in the same file. But the important point is to create this “many to one” relationship, where I have a single texture and some way to say it contains many elements. I’m leaning towards throwing together a text based format and tool to generate a sliced file, so I can start using this right away.

Alas, that’s a tomorrow issue.

Today, we’re building a Texture Pool. After some breakfast, we’ll do it.

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