03/06/2021 – The Game Jam Templates Project

A new Den post is almost ready. Quite a lot of games to talk about.

Till then, I started another project. This one isn’t a game per se, but a series of game templates or starter projects. Basically, a bunch of barebones projects based around various genres and ideas.

It’s intended to help prototyping ideas or getting game jam ideas up and running quicker. This comes from my own experiences in game jams where even though the idea for our games were simple, we still had to split time between development and art. And it ended up hurting the core gameplay feel more often than not.

This was especially problematic when working on The Feathered Stalker back in GGJ2021, where as the person in charge of the programming, I spent an alarming amount of time programming the player character and having it work properly, but ending up not finishing the game as a whole due to the core features taking too much time, plus the monster never got properly finished.

So having a few generic gameplay systems would probably help my life a lot during game jam stuff, at least where Unity is concerned. And if it helps me, maybe it’ll help others too.

Probably not gonna spend too long on this project though, probably June and some of July on it. Providing I can be as productive as possible and not have to deal with real-life bollocks, I should be able to bang out a template every day or couple of days.

One of the more interesting things I want to work on is networked multiplayer, and have it work with the different game templates. Not sure how that’s going to go, but I will provide updates as I go along.

In terms of other projects; the fighting game prototype, FIST-EM, is semi-on-hold. I’m still working on fixing the camera and the movement system. I’m not even going to attempt to animate any combat until those two things are fixed. Plus I need some new or adjusted animations for what I currently have anyway.

As for the reason why it’s on-hold; Space Cart. Currently re-doing the station menus and everything related to it. As well as going to make new mission types. Unfortunately, I need to rewrite quite a bit of code because what’s there is basically the contents of a pasta bowl. And it’s taking longer than I would like to work on it due to not being particularly motivated. Feature creep Hell is real and will haunt you.

Not much else has really been going on, not surprisingly. Our dog has had a few problems since the last post, but nothing too serious. Now that sun is out a bit more, playing with her is going to be much easier, she’s been fairly grumpy during the very wet and cold spring we’ve had.

That’s everything I guess. Like I said, Den post soon.

-Adam

30/03/2021 – ThreeThingGame Easter 2021

I sure hope I don’t get sued.

Another ThreeThingGame happened, and once again I decided to join. Having learnt absolutely fuck all from the last TTG; myself and my friend jumped right in.

We decided to go into the jam this time with a basic idea of a game rattling around and use our words as a theme for it. We joked about making a slightly more elaborate Pong clone.

Once we got our words: “Bunny”, “Kicking”, “Throwing”; I was suddenly reminded and subsequently inspired of the legendary NEO-GEO game from Data-East, Windjammers.

Seeing as I was doing the programming last game jam, this time my friend was doing the code and I was in charge of the art. And instead of Unity, we were using Godot again. As expected, it ended up being the bain of our existence for a multitude of reasons.

Godot continues to surprise me with how certain aspects are really half-baked. One of the first issues we encountered was with the controls, where we couldn’t separate Left Ctrl and Right Ctrl keys, Godot only defined it as one key. Seeing as we were making a multiplayer, this was a bit of a problem. The solution: Hard coding the controls.

The art side of the game, which was entirely my responsibility, went fairly well. The bunny sprite I made was a bit low effort in hindsight, but I really wanted to spend time on playing the game and giving feedback for refinement. But I was fairly pleased with how the points popping up on screen looked. The music choices were pretty bloody great, thanks to OpenGameArt.org.

It wasn’t perfect, but I feel better about this game than the Global Game Jam and last TTG games.

Anyway, if you want to check out Bunny Jammers, you can do so at the link below.

Despite the jam only being a few days ago, I already have an idea for the next jam, but I’ll keep that to myself for now. What I might do in the meantime is port Bunny Jammers to Unity to see if I can get it to play a bit better. But that’s a big maybe.

Till next time.

-Adam

02/03/2021 – FIST-EM

Yes, the game’s title is dumb.

I started making this game in order to prove a point to my friend about how I thought directional inputs in fighting games suck for controllers, and despite a lot of bumps, progress is getting made.

You can follow development below.

This is only intended to be a prototype though. Don’t expect this to get turned into a full game. I do however intend on getting roll-back netcode working with it. But that will come much later.

A fair few challenges working on this so far. I gave up on trying to do the 3D animation myself and instead relied on Mixamo for the animation so far, but I did setup all the animation states and the programming relating to it. And anyone who watches my Twitch streams likely knows how much pain the camera was to finally figure out.

So that’s the 3rd project I’m working on. The GGJ game is binned, I’ll make the game page public eventually, but probably won’t upload the game. The music visualiser is on hold until I can find a more suitable C++ library to use as SFML is a bit more of a pain than I would like. I might use Godot with Native Script.

-Adam

02/02/2021 – Global Game Jam 2021

Let’s get this out of the way, the game did not get finished within the 48 hours.

My friend was very proud of this. The station name apparently says “Placeholder”.

We were trying to build a game similar to Slenderman with a shade of STALKER. The player goes around picking up parts, after they pick up the first part, a monster spawns in and starts following the player around. Where it differs to Slenderman is that the monster is supposed to react to sound to find where the player is, and actually attack the player more directly rather than just going insane.

So how did it go? Not terribly from a gameplay point of view. You can start and finish the game, which I consider to be somewhat of a success.

Our problems mostly stemmed from issues transferring models from Blender to Unity. Several of the models had buggered UVs and culling problems. Because of that I had to wait quite a while to even have enough art stuff done to actually get the game up and running to its current state.

The second major issue was the monster itself, importing it into Unity often led to it not having the animations, or when it did have the animations, they would get deleted after converting the model from a generic to a humanoid rig. Once it was converted to a humanoid rig, the bones themselves would cause errors. At this point it was very late into the second day and the decision as to whether or not we should stay up came into question. Based on the amount of work that was still required, we decided to call it a night there.

However, the story doesn’t end there.

Today, I started added additional models into the level, fixing up the collisions, and added more spawn points for the items. I also looked into the monster rigging again and found the bone structure problem and fixed it, but after getting deeper into configuring the model I found that the skeleton was backwards in places. After talking to my friend who helped with that aspect of the game, we both came to the conclusion that it should probably be re-done.

So that’s where the game is at. I’m gonna put a link to the Itch.io and GGJ pages here, and you can check in on them if you want keep up with development.

-Adam

24/01/2021 – Space Cart Demo, C++ Progression, & New Project

Dog got spayed back in December, she’s doing great.

There is a new Space Cart demo, you can play it at the itch.io link below.

The new demo fixes up a lot of the issues were complaints the last time I made the demo. New navigation UI, better menus, more sounds, music, infinite scrolling, parallax scrolling, and so on. The demo has been out for a while now and I’ve gotten quite a bit of feedback on it, the most notable being that the PC controls are kinda broken.

The next milestone for me is going to be in November of this year. Originally I wasn’t planning on continuing development for Space Cart because I honestly wasn’t enjoying playing it when testing stuff. But seeing other people playing it, giving me feedback, and offering ideas; it rejuvenated desire to continue. Follow the game on Itch if you want regular updates on its development.

In C++ news, I finished going through the C++ Programming In Easy Steps book that I’ve had since Uni, and honestly, C++ is nowhere as intimidating as it used to be for me. OK, pointers are still a bit weird to me, but at least I understand them now. Not entirely sure where I would use them in my own programming problems, but it’s good to know.

With that out of the way, I want to get revenge on my old 3rd year project of trying to make a music visualiser. It’s been a mental weight on my mind since Uni that has been dragging me down since. So I’m gonna start over and properly build it this time with my new found knowledge.

Not decided on what APIs I’ll use, but SFML is still around and is originally based in C++, so that’ll probably be a my starting point.

As for the “New Project”, it’s significantly more complex that anything I’ve made so far. Several orders of magnitude more complex and requiring a lot of skills that I haven’t been in touch with for several years.

It’s a fighting game. 3D fighting game with Z-axis movement (Not fully, but some. Think Tekken or DoA). The unique hook is that it doesn’t require complex button presses or input timings. It’s more focuses on positioning, blocking, and dodge timing. The second aspect is that it features stance changing. I won’t go too deep into the details, but that’s the main idea.

The first bit of work I’ve done on it is building a series of animation states within Unity, and getting started with the 3D animation. The latter is the challenging part, even getting the character moving is proving to be challenging.

The new project isn’t really a project anyway, it’s more of a prototype I’ve had kicking around for a few months now. Curious how well it’ll go. It most likely won’t go well.

For my final point this post; I’m doing Global Game Jam this year. Because it’s remote this year it makes it a lot easier to be convinced to go do it this year. ThreeThingGame a couple months back got me interested in joining in on jams again, so I’m looking forward to burning myself out again.

I will try and stream as much of it as I can, and I will do a blog post after the event. It starts on January 28th and ends on the 30th. I hope it goes well.

-Adam