Tuesday, 2 July 2013

UGAAM Development

I wanted to showcase what I have achieved so far on the UGAAM game, so I will. Unfortunately the Remake version is a work in progress doesn't have all the best bits on it yet. In light of this, I'm going to provide links to both versions for whoever is interested, with a note on what I'd like to demonstrate with each one.

Link to the Remake (Work in Progress)

The great difference in this version is the addition of the Menu Screen and the improvement of the Options and Instructions Screen. Also the Animations:
    -Experience Orbs move with intricate design and reactivity.
    -the Wizard faces the Cursor
    -the Eye Gauge moves out of your way
    -and there are pop-up Notifications added

The reason I want to showcase the demo version still is the complicated collision simulation responsible for making the Boulders bounce off each other and allows them to be pushed away by your spells. The scripting for which will take time to build properly and has not yet been added to the remake.

Rendering 3D, stage 1

I wanted to put my hand to making a 3D renderer for a game environment, and while it obviously doesn't fully render yet, getting the program to continually plot positions from virtual 3D onto the two dimensional screen and then to be able to move freely through that virtual 3D space is the first step to that end.

Click on the Image to try it out

The controls are horrible at the moment simply because on this project I will be concentrating on completing the rendering side of things before looking at the interface, as the renderer is nearly the only point of this project, though once completed I may implement it into 3D games if the new task requires it.

Note the vertices flying around the cube, the programming for their movement was just done quickly to show that the renderer works with a map or data that can be changed at run-time. This means it will be suitable for moving elements that will be wanting to be added to a game level later, like a drawbridge, or more commonly, moving enemies or targets.

Monday, 25 February 2013

Lost Temple, Flash Game

Please try out my new game by clicking the link below!

It may take a while to load.

Okay! UGAAM is still in production, I ended up re-writing the entire code after a few epiphanies during the coding of this game, the Lost Temple. I have been learning Flash Actionscript self taught, and these are only of the first two or three big projects since starting from knowing absolutely nothing about Actionscript.

So in this particular case with the Lost Temple, the long loading time, and the possible lag during gameplay is something that I will be able to avoid next time I code something of this scale.

I am still learning but I am no longer an amateur in the way I write, structure and organise my code. This was demonstrated by my ability to go back to the UGAAM code after a long break and not need to take any time re-reading it before I understood enough about that particular currently-two-thousand-line-long code structure to start changing and adding code straight away.