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Showing posts from August, 2023

Sir Dagonet: Development 1

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  Simple Beginnings  So we begin with real development. I attended a workshop where we were given assets and walked through creating a basic platformer. The little alien guy will be a stand in for Dagonet and lets call that little pink dude a terrible warrior in the employ of the wicked Mordred. Following along with the workshop I have basic movement all sorted using built in behaviours from Gdevelop. Platformer Object, Advanced Jump, Wall Jump, and Remap For Platformer all come together like Voltron to create premade platformer controls that work and feel exactly how you would expect. It does feel a bit like cheating, and I wish I was really learning to do this myself but hey I have something playable in about 5 minutes which is pretty cool.  The little pink blob is a stand in for an enemy and he actually took some real work, not just plug in behaviours.  Strikes fear into your heart, doesn't he? First thing was getting him to move, See those blue orbs with arrows in them? Those a

Tracy Fullerton: Game Design Workshop

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  As part of my assessment I am expected to read this textbook, Tracy Fullerton: Game Design Workshop, and include reflections of its content. Today I sat down with the book and read through the first two chapters, sadly I have to admit that so far I have found it quite dull. There is nothing here that couldn't be found in a much more interesting YouTube video and most of the ideas and concepts being explained are very introductory. Although of course I have only read the first two chapters and maybe it gets more compelling further on. I did enjoy reading the "Designer Perspective" interview sections, specifically the interview with Warren Spector was a good read as I am a fan of his work at Looking Glass Studios and Ion Storm. Although again as the interview is mostly a list of game recommendations, I'm sure this content can be found in YouTube video. There were also five exercises presented through the first chapter which I thought might be fun to have a go at. Of t

Platformer Pitch: Sir Dagonet!

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After my first pitch I came home from class and thought about it again, I'm happy with what I managed to accomplish in 15 minutes but as I'm expected to actually create something from my design, I decided to give it another go. Also, there is a Gdevelop game jam running right now, sadly I only realised this now that there is 14 hours left to submit a game of the 9 days that were originally given. This being the case I know I won't be submitting for it, but I think that in the spirit of the thing my game should follow the game jam theme. The theme is Off/On. Sir Dagonet! Sir Dagonet is a member of king Arthurs court who is in reality a jester in a suit of armour and is quite cowardly. While in his armour Dagonet puts on a brave face to do combat with evil, in this mode Dagonet can swing his sword as well as perform standard movement and jumps. However, if Dagonet takes damage from his foes or the environment (such as spike traps or falling boulders etc) his armour is knocked

Platformer Pitch: AxeMan Adventures

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My first task for class is to pitch a simple platformer game. We were given about 15 minutes in class to create a concept and this is what I came up with AxeMan Adventures AxeMan Adventures is a platformer game with combat, puzzles, and some tricky movement. The core concept is that your character (AxeMan) has a large axe floating around him which a player can spin about him with a joystick. Spinning the axe in this way can be used for simple combat but is also used for puzzles and platforming as the axe interacts with the environment. A major part of this environment interaction is slamming your axe into platforms in order to make a new platform by standing on the axe's handle. This can set up into more complex situations as you may have to leave your axe behind in order to accomplish some objectives. How its Played As the axe is designed to be controlled with a joystick I expected this game will be played with a controller. I'd say left stick controls AxeMan, right stick cont

Exploring Gdevelop: Part 3, Shifting Gears

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  Ok, so E1M1, that was fun. DOOM is very cool and i'm very proud of what I managed to accomplish with my first game. However the gun doesn't work the way I want it to work which is a problem I have already spent way to long trying to figure out. And my efforts to implement jumping caused me to fall through the floor forever which seems like its a bit over my head to bug fix while I am still learning how to use the software. So this is where I decide to pivot, lets take everything that works and everything I have learnt so far and lets see if we can do something with that, something that isn't riddled with bugs and something that plays as expected.  So what do I have? Well I have my 3D environment, that works, and collision is implemented so the walls are real walls. The movement and mouse look work great despite the fact that I cant jump and while I can look up I can only interact with a flat horizontal plane.  So why not replace the gun in the middle of the screen with a

Exploring Gdevelop: Part2, E1M1

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After setting myself the task of recreating E1M1 from DOOM. I went about finding guides for making an FPS in Gdevelop, I found a few games people had made and Gdevelop had recently had a game jam with the theme, 3D games. The most significant find in this search was this Itch.io page. https://pandako.itch.io/with-threejs-extension-for-gdevelop Pandako's WithThreeJs extension for Gdevelop, now this isn't the official 3D for Gdev but I don't care when my dreams of DOOM are so close. After sometime and messing about with the extension I am so proud to show the first ever fruit of game dev labour. Let me welcome you to, working mouse look!  That might be not be so impressive but damn am I happy about it, this took the better part of a day and a lot of learning how to use Gdevelop. Next I quickly got my gun firing, another major milestone. Despite the fact that the bullets aren't coming from the gun and for some reason I cant shoot up or down, all bullets are stuck on a flat

Exploring Gdevelop: Part 1, Inspiration

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As part of my Game Design unit at QUT I will be using Gdevelop, as such I've decided to dive in and try my hand at building something before I start with assessment and class work. So my first move was to look up tutorials and guides, see if I cant find something simple to follow along with. I found that Gdevelop has their own YouTube channel and so I stumbled onto this video. 3D No-Code Game - A GDevelop Community Extension - YouTube How could I not be tempted be this? I know I'm supposed to be starting small, but the idea of recreating DOOM is just too hard to resist. and so I boot up Gdevelop, make an account and start a new project titled: E1M1   

Introduction & how I got into games

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When I was born my Dad immediately hated me because he had spent almost the entirety of my mum's pregnancy attempting to get Mech Warrior 3 running on his computer and my mother's water broke within 15 minutes of him finally succeeding in this. He would not have the opportunity to play Mech warrior for roughly 5 years, with me. Truth be told I can't remember a time when video games weren't a part of my life. The first game I can remember is Resident Evil which I helped dad beat when I was three years old, I helped with the puzzles. When my mum found out I was playing a game rated MA15+ we were both in the doghouse. Despite that I went on to play Silent Hill with dad, this time when we were caught dad said games were educational and I was learning to read. So, from then on, I was on a strict diet of lengthy role playing games that included books worth of dialogue and menu text. Although learning to read off poorly translated JRPG left me with some strange spelling and gr