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SoCoder -> Blogs Home -> Blogs


 
Jayenkai
Created : 18 November 2008
 
System : Mac

Alien Deathmatch 2

peow!!

Over the past week I've begun coding Alien Deathmatch 2.


I rejigged background stuff, but pretty much all the rest of the graphics are the same!
woot!

I've expanded the arenas from 64x64 tiles, right up to 160x160 (although, I might try to go a wee bit further than that, too!)

I'm currently working on developing an editor for it. Instead of having purely random starting settings, I'll pop them into an editor, and let the maker of the level select how fast, and what type of enemy appear, what type of gun you start with, and things of that nature.
I'm also going to try to allow for small scripted events.. Maybe! We'll have to wait and see how that goes!

Either way, progress is coming along nicely, and the game should be near-enough ready by next Tuesday..

'cos I missed this week's AGameAWeek, and I'll be damned if I'm missing another!

 

Comments


Wednesday, 19 November 2008, 00:07
shroom_monk
Will there be any new gameplay elements (such as teleports)?
Wednesday, 19 November 2008, 00:56
Jayenkai
We'll see.. (Teleports again?! Man, you really love teleporters, don't you!?)
Thursday, 20 November 2008, 00:06
shroom_monk
Teleports FTW!
Monday, 24 November 2008, 06:53
Jayenkai


It's got an editor!! (albeit stupidly basic at the moment!)



No teleporters yet, but I'm definitely considering them this time..
Wednesday, 26 November 2008, 19:58
Mog
Jay, you really love painting editors... Did you paint by numbers as a child?
Wednesday, 26 November 2008, 23:54
Jayenkai
LOL! No, I suck at painting.. My Painting's worse than my handwriting, which is bloody awful!

I just think that, if the game can figure out borders and things itself, then it means you can be lazy, and not have to spend 3 weeks putting together intricate tilemaps...
I'm just lazy, really
Friday, 28 November 2008, 05:48
Jayenkai
Continuing progress.
The editor's being built up to give some nice power options, and whilst the online stuff is currently only in the thinking stage, the game is now happily loading levels in a nicely playable form, with all options intact.
Lovely stuff!!

Gotta design a menu for all this, next!! yikes!
Wednesday, 03 December 2008, 19:10
CodersRule
Can't wait for it to come out!
Friday, 05 December 2008, 05:31
Jayenkai
The Menu's half assed, the gameplay's mostly working, and the Online stuff's about to get started..



Woot!
Sunday, 14 December 2008, 17:58
Jayenkai
Nearly a whole month of coding, and the game's nearly ready for release.
A few bugs to tweak, a few sounds to fix, and other basic stuff... But it's nearly ready..

Nearly...

---

Tonight, I inexplicably came up with a whole new gameplay element..

Good old 3-1/2" floppy disks can be strewn around the level.

If there's at least one in the level, then the game requires you to pick them up.
If you get them all, the game ends, and your score is saved.
..
If you DON'T get them all.. You get nuffin, and your score goes to zero!!!!

So, you make a nice big winding level, start the player at one side, put a single disk at the other, and Bob's your Uncle.. you've got a nice long proper style "Get to the other side" level.
And if the player wants a top score, they'll just have to play "Life or death" before picking up the disk..
If they hold out, they could die and lose all their alien-kicking points.
If they run to the exit without any killin', they're probably not going to get a very high score!

Big Maze + 4 or 5 disks = crazytime!!!

One very very simple addition will give LOADS of new levels!
That's the kind of addition I love!

..
And yes, Shroom.. Your Teleporters are in.
Monday, 15 December 2008, 10:33
shroom_monk
Yay! Teleports!