Stencyl dialog extension12/28/2023 I spent a morning banging out a crude behavior to do this and was pleased with the results. One thing that needs to be done in map generation after roughing out general shapes is to replace tiles based on their surroundings to make them look coherent. It still needs more content and some bug fixes as it stands.īack to the Stencyl 3.1 update, I've been playing around with the tile extension to see if I could work my way toward procedural map generation. I'd like to get that project far enough along that I'd feel comfortable posting it as a complete game. Rhythm Grocer has sort of fallen by the wayside as well. I also feel like I need to put together a game that makes more use of a physics engine for general competency. ![]() Here are some of what I would consider deeper game components I'd like to incorporate into my next few projects: Making a rogue-like or turn-based strategy game will be much more straight forward with coordinate lookups built right into the system. I had already written my own, so using this one feels less like cheating. ![]() Lucky for me, the latest version of Stencyl (3.1) has a tile extension built right in. There's still plenty of space to explore within those genres, but to broaden my repertoire a bit I'd like to try my hand at some less twitchy, more strategic experiences more akin to Pixel Garden. So far I've put together a couple of different takes on the shooter genre and mixed that in with some platformers. I ended up making a fairly robust tile system for this game in order to retrieve spatial info for the combination logic. The game was a simpler version of Triple Town with an irrigation component thrown in that acts as a land/upgrade trade-off. Flowers seemed like the thing for May, so I rolled with it. On the other hand, it's fairly short and could use alternate weapons to change up how the player deals with enemies.įor May I made a tile-based puzzle game called Pixel Garden. There's a ship upgrade system, a novel submersion mechanic, and decent enemy A.I. Of the games I've made thus far, this one ties with Terrarium for most polished. In April I made yet another WASD/Mouse shooter, Strider Submerge. I was able to get a pretty reliable jumping system implemented that would allow for wall running, wall jumping, and a midair jump just like in Titanfall. There were a lot of crashing (ha) issues with this game as something about the collision boxes tended to make things explode. In March I made Crashdown, a Titanfall de-make that used WASD/Mouse controls and platforming. Since the player isn't directly told anything I had to learn how to draw the player's attention and communicate how cause and effect work in the game's world through sound and visuals alone. ![]() I also got to tweak the conveyance more with this project. I learned a lot about what Flash can and can't do without hampering performance on this project as I tried to put in some atmospheric lighting that was constantly changing alpha values on 4 different layers - bad idea. In February I made one of my favorite projects to date - Terrarium, which is an exploration platformer. I haven't really revisited Unity since this project, but will certainly consider it - especially if I'm trying to make a more fully-featured and stable game in the future rather than the quick Flash games I've made so far. The final game didn't feel very coherent either. I can't claim to have done much on the project, but got my feet wet with Unity and C#. The next month I joined a dozen people to make Ensphere, a puzzle platformer in Unity that involved transforming between two states to push blocks around. The game was surprisingly polished, especially for a first attempt! It was pretty scary making a game in 48 hours for the first time ever, but I managed to get the hang of implementing a pretty common control scheme, score system, ability cool down, and a surprisingly complicated piecewise animation system. ![]() It was originally going to be a tower defense game, but we scrapped the idea as the deadline got closer. In December 2013 I made Molten Progeny, a WASD/Mouse score attack shooter. It feels like way longer than 6 months since I started doing game jams, probably because ever since I got a little more involved in game development it's what I end up thinking about most. After cranking out six games in as many months, it seems like a good time to review what kinds of games I ended up making, how they could have been better, and focus on what kinds of games I'd like to make in the months to come.
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