Frackin Skin Job
Here’s just a simple example of the skinning stuff I’ve been working on (click on the buttons at the top right to change the image).
Here’s just a simple example of the skinning stuff I’ve been working on (click on the buttons at the top right to change the image).
Winter approaches. This year seemed to fly by. It’s almost Christmas! Lately I’ve been working on programming for my yet to be released Bowmaster Winter Storm Beta. I have been working on some cool stuff that will help me optimize file size and increase productivity in the long run. Specifically I’ve been working on character skinning. Continue reading
So my friend signed up for the Windows7 party pack with free copy of Windows7. I guess you had to give a story about how you’d have some sort of Windows7 party and if they picked you they would give you a box of party supplies (balloons, streamers, party favors… Continue reading
2009-10-08 the sleepy giant… (is not very reponconsive*) So I’ve been trying to cram as much summer activities into every last shred of daylight left nowadays so game development has been simmering on the back burner lately. However since my last post I’ve been incrementally working on new game modes… Continue reading
I still working on balancing units but I’ve finished implementing the unit rank system for all of the current units in the game. The rank system (unit level system) allows me to set unit stats and abilities based on a single rank number. So for example I have a function that sets all sorts of stats and AI code based on the rank number for that unit. This makes it easier for me because I can call a single function (e.g. trebuchet.setRank(4)) and all the stats that are relevant for that unit are updated (e.g. hit points, movement speed). The unit AI code also may use this rank number to determine how the unit will think. A low level dragon may fly low and not move around as much as a higher level dragon. A high level shield grunt will block more often than a lower one. A ninja may use more advanced melee attacks at higher ranks.
Grandma: "You’re game is too hard. I could play it fine before you changed it." Continue reading
I’ve decided to focus on preparing the current build of Winter Storm for beta release. I still have quite a few homework assignments to complete before the beta is ready to play but stay tuned for updates. I will continue to support the current alpha release with critical bug fixes, but I’ve officially created a branch in development. The next major content revision will be Winter Storm Beta (version 0.1.0.0).
Development on game balancing is underway. Currently I’m working on making unit strengths and abilities scalable as the levels increase. This means that the same type of unit will have increased stats and more challenging AI as the game level increases. For example, a low level shielded grunt will not block as often as a high level one, and a low level archer will not move around as often or as a fast higher level one.
Spike Traps, Wacky Bombs, Dragons, improved unit AI… Check out the latest Winter Storm update. Click the image to play.
Spike Traps, Wacky Bombs, Dragons, improved unit AI… Check out the latest Winter Storm update. Click the image to play.