Flammable Penguins Blog The internet home of Claire Blackshaw

19Dec/100

LD19: Discovery

Puzzle Scrambling itself with easy Physics

SSHeart: Secrets in the Space of my Heart

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So this weekend the theme was Discovery which really inspired me. The plan was simple.

Build a 3D Spatial Puzzle based on a secret phrase. The phrase is revealed when the person completes the puzzle.

The idea is you could share secrets or even send messages to people in a playful fashion. I really like the concept.

Time Lapse

Cambridge Jam

The CB2 Jam was amazing! Really helped and I would have given up much sooner without it. A great atmosphere and a brilliant lot. So plan to make plans for any Jam that is planned at CB2. Also my first real location based jam. That wasn't just with house-mates or at Uni/school.

Also thanks to CB2 to being so accommodating.

Unity3D

I'm forcing myself to use Unity3D at the moment because of work. It's not my preferred package but its very powerful but its annoying to have to learn things on the LD weekend. A key thing you shouldn't be doing.

  • Shaders: Still not quite sure what I think of the Unity3D system. I understand why it is the way it is but it takes a bit of getting used to. Though I love I can go to pure HLSL if I want to.
  • Event Model: mmm quite nice, like the message system and of course the mouse interaction is nice. Also the gravity on axis configurations is awesome little cheat for quick tricks.
  • Debugger: Unity3D really really falls down in this area I feel. Also not greatly impressed with Mono.

The rest were minor niggles but thanks to the Jam I was helped out a lot with those.

Future Plans

I plan to finish this before the new year, make it sparkely and easy to share phrases via the web. Also to greatly improve the random generation.

Unfinished Build

1Oct/100

COP: Game Flow

Game Flow

Game Flow

So basically that's the game flow detailed there. The mission select is of course random.

Tonight development goal is as follows.

Build a blueprint and save it

One Page Designs

I am becoming a bigger fan of vector based one page designs. The 80 page word document which never gets read gets trumped by the A1 wall poster with overview.

30Sep/100

Ludum Dare: The October Challenge

So POV declared The October Challenge : Make a game in a month and sell it.

New Grid system for Game

New Grid system for Game

The game is relatively simple and based in the Channels of Power world using some ideas from the MMO I was making. The idea is I will use Google App Engine as a backend and Unity as a front end.

Setting up a Defence

First a player is given a limited budget to setup the corporate defences on a location. They will also need to script and issue orders. They are contractor to be brought in to setup the defences. It is then saved on the server.

Attacking

Then using a limited budget an attacker equips a team and selects a mission from the server. Then using X-Com turn based style combat they must break through the defences.

Reputation and Replays

The moment the defences are breached that replay is saved for the viewing of the defender. Reputation is built up for how many assaults a map can take. Offensive reputation for breaking assaults with minimal failures. This is of course weighted and balanced, and persistent.

Scope

For the challenge I'm keeping it very very feature light. The plan is to sell pre-order copies at the end of the month if I feel the project is going well and then continue development. Much as many other indie games are doing.

In terms of DRM and platform. I'm going to be releasing PC version with possibility for future platforms. The DRM is online-always account based system. So basically the client is DRM free so to speak and can be installed multiple times but your account is persistent and can only be logged in at one machine. The online is needed to play the game.

Feedback welcome!

Podcast Problems

I have an idea on how to relaunch the podcast but I'm having trouble getting audio equipment together. Please bear with me on that count.

25Apr/100

LD code into the Frank project



Right I’ve moved over most the nice LD code into the Frank project, cleaned up a few things here and there. Made it play nice with the World Manager system.

First thing I did after getting the camera controls in was apply the debug renderer to the stupid animation problem I’m having. Now to clarify both the Worm and Hand have translation and scale applied. In every way other than complexity they are the same.

As you see the hand bones are in the correct place. What you are seeing are the World Transforms which then are multiplied by the Inverse Bind Pose before being based to the shader. So the job is to narrow it down as follows, I’ve eliminated the strike-out words.

  • Data
    • Art in Max
    • Exportor
  • Code
    • Content Processor
    • Setup of Bind Pose & Inverse
    • Animation of Bones
    • Computation of World Transforms
  • Shader

SVN Comments below which sums it up

  • SphereHelper.cs is a Spherical Coordinate Helper class
  • PolarHelper.cs does the same for Polar Coords
  • A DebugRenderer component makes life easier
  • New Cameras
    • OrbitCamera for 1st & 3rd person Sphere Camera
    • TargetCamera for tracking a node from another node
  • General clean up in GameplayScreen
  • Moved GameplayScreen input helper functions to InputState
  • Added Some input helpers to InputState
  • Cleaned up Debug Camera controls

So any clues on this animation bug?

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25Apr/100

Dropping out of the compo



Okay so I’m dropping out of the compo, with 12 hours left to go. I could make a game but the important parts are done and I just got a much needed reminder to get back on track.

So going into this compo the intention was always to focus on XNA, my tech, and pushing my understanding of both forward by doing a quick use case of a game (i.e. LD)

Which I’ve done, things I’ve learnt and coded since Friday night

Things Learnt

  • Polar Coordinates are NOT generalised
  • Learnt Spherical Coordinate system
  • Leant much more about the DX render pipeline
  • Learnt about Drawable Components
  • Learnt more about generic collections
  • Localised Gravity System
  • Lots of Maths muscles flexed

Re-useable Code 

  • Helper Class for Polar Coordinate
  • Helper Class for Spherical Coordinate
  • Built Orbital Camera based on Spherical Coordinates
  • Proper Debug Render Component

    So lets get back to Frank. I’m going to ignore the animation problems for now as they are a bit of a brick wall and instead look as some game and behaviour based things. Not to mention plugging the LD code into the Frank Project.


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    24Apr/100

    Aaargh Maths!



    Aaargh Maths!

    After a whole load of confusion between expanded polar coordinates and spherical coordinates which took the better part of the day I’ve managed to generate the map.

    On the positive side the Helper classes are re-useable and I’m quite chuffed with the camera stuff. I’m happy with the progress and the most important part

    I’m ENJOYING myself!

    Okay so the next thing is to build a gravity field to be used as a lookup table. Then to put some characters on there and start blowing stuff up.

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    17Apr/080

    Ludum Dare

    So another weekend and more pain! :D

    I threw this together from some of my old art

    29Apr/070

    Crazy Weekend

    Hi guys and girls, I'm crunching through my maths assignment and what not. I had a few spare hours today but I threw them at an incomplete entry into LD48. I know I know priorities.

    Go check out the contest though over at wavelength.

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    24Apr/070

    Ludum Dare: Come one come all

    Come join us for another great 48hr game comp. Ludum Dare! This weekend we join the insanity known as game development in the truest spirit of creativity and basement coding.

    Ludum Dare

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    3May/060

    Tweek Version

    TWEEK Version

    Last night spent a few minutes changing controls and adding a speed setting because some people were confused by the control system. Apparently my reflex's are Ninja-like, bleh. I think the learning curve was just a bit steep so I slowed the curve. I will release a map pack at a later date I promise but I really want to get back onto Phantom project.

    Speaking of which I will be spending the day coming up with the next steps for Phantom Project. They are pushing sales incentives at work atm. I'm technical support not some greasy sales person.