Monday, March 25, 2013

things look promising...

 So I know I said there would be a new demo today, but I'm a little behind. There's some kinks I need to work out of the existing AI, I need to be able to do area of effect damage, and I have to add the medic enemy. Once they are all added I will have an impromptu update with a new demo for everyone. After that I am going to work on an enemy timeline that will create more enemies as the game progresses. Finally I will work on fixing the screen size in order to fit more on the screen.

This week I began editing the enemy AI. They wander out of play a lot which is annoying.
As I've said this week I have a lot to do. Most challenging is probably going to be the AI for the enemy medic. The medic will move fast and avoid the player just as the ranged enemies do, but instead of firing at the player they heal wounded enemies or enemies immobilized by an environmental attack. Also I want to make destroying a medic directly an automatic level restart whereas the other two have a total number of direct assaults before the level will restart.

I feel like the environmental damages and effects will help breathe some life into the game and make it unique. Right now the environment doesn't work properly. I found a tutorial to help me fix that though, so by next week it should be okay.

Monday, March 18, 2013

5 short weeks left!

I had spring break this week so naturally I worked night and day tirelessly on my game and all my other school work so I would be ahead of the ball by the time school started again..... except not. In retrospect I'm not behind terribly behind but I'm definitely not ahead of the game.
My project is due in just 5 weeks from now! That being said I have to kick it into high gear. No more wasting time doing distracting tasks. I need to have a schedule made up day to day so I can get everything done. As of right now I'm simply making edits to the game that I have so far. I need to go in and learn about time lines and making bigger environments in Game Maker. I am realizing that the AI I have right now is not quite right for my game. I need to fix this by looking at different AI setups for enemies. I am realizing that I need to improve upon my coding skills in Game Maker greatly  (and other languages). This is probably going to take a couple years before I have true mastery over GML, but definitely worth the effort.

Tuesday, March 5, 2013

Update 3/5

Thank you everybody that downloaded the game and played my demo last week. I know I have not gotten to a lot of the core elements of the game yet, but I'm hoping that I will soon so I can get more feedback from everyone. Also once I do I can set up a time where I can actually watch testers play the game so I can see what they are doing versus what I expected them to do.  Next week is SPRING BREAK! I'm pretty excited about that, hopefully I'll get lots of work done for all my projects
So this last week I did get a lot of work done on my game. I enabled melee combat by right clicking when you get close enough to the enemy. I limited the number of direct assaults per level to 4. Once that is reached the game will restart. Finally I began to work on the area of effect damage from environmental enemies.
This week I have to continue working on the environment objects so they can all work properly. I still need to figure out how to detect the enemies within range of area of effect and only apply the damage to instances of the enemies within that area. Once the environment is done I want to control the number of enemies with a timeline. I need to look into timelines and figure out how they work. Game Maker has a tutorial on timelines when they teach how to make the scrolling shooter 1942.
In addition to my figuring out the area of effect I also need to figure out arrays for my other game that I am working on for my internship. Also I still have not figured out how to change the screen size without affecting the mouse_x and mouse_y location on the board.