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Hiển thị các bài đăng có nhãn levels. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn levels. Hiển thị tất cả bài đăng

Thứ Tư, 16 tháng 10, 2013

Reflections and Pig Eat Ball Level Editor Progress


The Level Editor is shaping up nicely now for next game Pig Eat Ball. All written using Java and LibGDX.

This shows the basic controls and capabilities. We have some advanced placement tools in the works as well for the next update. I'm planning on possibly releasing the editor with the main game, assuming I can make it friendly enough to use.

Reflections

 (Primer: Reflection is a language ability which allows for code to recognize class types *within itself*. It allows for extremely generic programming, perfect for dumping new classes into an editor and having the code sort out all the new variables and how they save and load and can be edited.)

I guess it's a keyboard with mirrors in it? Looks awesome either way.

On the code side of things, not using reflection was a bit of work, but I think because I was worried about how well-supported reflection is in Java, and because I was worried about portability to Linux, Mac, and Android, I decided to "hand-code" things.


That means, when we add a new class type, like a ball spawner, if there are specific variables that you can edit when you select the ball spawner (such as spawn type, or number of balls spawned), then all of that code has to be written by hand. That includes the Info box populating with the specific entries, the saving/loading and a bit more.

On the right is the BallSpawner selected. "SpawnType" and "SpawnCount" are special variables.

It's a pain but the usefulness in the editor is amazing. It means you can place specific objects, and modify behavior on each object in a class-specific way. Plus once you get the format down in the code, it only adds a few extra minutes to adding a new class. It's just a lot more complicated than carefree reflection code I was used to in XNA and .NET.

Thứ Năm, 12 tháng 9, 2013

Pig Eat Ball Editor Begins

We've not formally announced our next game Pig Eat Ball because I'm still figuring out what the heck it is exactly! I've had it in 'prototype mode' for a while now, but fortunately it's shaped up in recent months and things are starting to come together. I hope soon to have some interesting to stuff to show off, like some varied screenshots and a nice video--enough that we could call it a "real announcement".

In the meantime you should know that the game is basically about controlling strange flying-pig creatures in outer space, as they eat tennis balls and deal with each other. The core gameplay is unusual in that the pigs get bigger as they eat things. Their size is used in the collision in the levels. This alters the way the player has to think about moving around the level.

There's no gore, and some unusual gameplay features that make the basis for a new, action-puzzler. It's suitable for kids but is original, and not super-kiddy in the traditional sense. Basically I wanted something I really liked playing, but could show to other people and not have to explain why there's bloody intestines everywhere (our other games are bloody--and I love them dearly--but I figured I'd try something different).

Speaking of levels, we now have a dedicated person, Matthew Barnes, working on the new, visual level editor! He is a coop student from the nearby University of Louisville's School of Engineering. A new editor will assist in making much more interesting, more intricate levels than I've made previously.


Here's the current level "editor" for Pig Eat Ball:


 
Bahah--Yes! That's just some ASCII characters I arranged by hand to then interpret as a level.
And here's a level generated from that ASCII code. It's already really fun but could use some sprucing up.



And now that the game seems up to snuff, we've started working on a visual editor!

Okay, that's not really impressive at all, but stay with me. There's some menus and buttons working, you can add some debug-draw objects, we're working on selection, deleting, rotation, and more! All this means our new coop programmer is moving along on the editor, and can start making some real progress.

The reason for the editor now, is to be able to add more details to the levels themselves. The yin-yang level from above is already cool, but I'd like to add more decorations to it, add layers of details perhaps in the foreground, and background, and make connections between some specialty objects that will give us more interesting gameplay. All of this is much easier to do in a visual level editor rather than ASCII.

So for now it's time to hunker down and get coding on this level editor!

Thứ Năm, 2 tháng 7, 2009

Detailed Files

As work continues on Grapple Buggy, I thought I'd plop in a design for one of the levels. For those Weapon of Choice fans, the levels in Grapple Buggy will be quite different and much more in number than what we've done before. This particular level is sandwiched between others, and will be encountered as you're exploring later through the opening area of the game.

This is a technical illustration of the level, with the slightest pixel conveying intense meaning and intentional direction.
Okay, I'm kidding, it's a really loose sketch that serves to guide the construction of the level. The final level won't end up exactly like this so I'm trying not to spoil too much by showing it!

And finally say hello to a hearty bin of Grapple Buggy shirts on their way out to the lucky winners. Congrats shirt winners!