Wednesday, August 29, 2012

Mini Update 1.6

You can now download the first three levels (LABYRINTH BLASTER Alpha-thing) by clicking "Downloads" or right friggin' here.  Or, if you're not a fan of downloads (or aren't using Windows), you can play the web version too.

Edit:  Hard at work, making new levels!  :)

Points!



Ta-daa! A scoring system!

Right now, it's ten points per ball enemy, fifteen per regular sentry, and twenty per super sentry (A sentry that either shoots in 3-4 directions at once, or shoots every .75 seconds instead of every 1).

Oh, and I added life boxes. Red rotating things. Pick 'em up, and you get an extra life. However, the cap is five lives, and you only get points (Five of them) if you are able to pick the thing up; i.e. if you have five lives and you try and pick up a life, the box will go bye-bye but you won't get a life or points.

And the only way to get a perfect score is to get all the points.

Saturday, August 18, 2012

Mini Update 1.5

Imma back from camp!

This means I'm back at it.  I'll have an update in about a week.  See you then!

Thursday, August 9, 2012

Mini Update 1.4

What a week for updates!

Except this will actually be a mini update.  Only two things to say!

One:  I utterly annihilated the collision problem.  Just decimated it.  Like, blew it to oblivion and back twice.  There aren't even any atoms left of the thing.

Two:  The next thing I'll be working on is a scoring system.  Yay!  Points!

Oh, I lied.  Here's a third thing:  I won't post a real update for two weeks, since, as I said earlier, running camp is going down like an a-bomb, but . . . at least I'm notif-ing you!

Wednesday, August 8, 2012

Mini Update 1.3

Just thought I'd pop in and say this:

FREAKING-YES-I-FINALLY-GOT-THE-LIVES-SYSTEM-TO-WORK-OH-MY-GOODNESS-I'M-SO-RELIEVED-THAT-THING-WAS-TAKING-ALL-OF-MY-TIME-AND-I-COULDN'T-FOCUS-ON-ANYTHING-ELSE-BECAUSE-IT-WAS-SO-ANNOYING-BUT-FINALLY-DEAR-GOD-YES-IT'S-DONE!

Ahem.

So, yes, I have completed the lives system. No GIF or anything, but I'll be able to post something this weekend, I'll betcha.

Right now, there's one problem that's bringing development to a screeching halt: The collisions are all messed up with the player object. He either just completely slides through the wall objects, or they resist him a little bit, but it's completely hit or miss. Random. I don't get why . . . I'm using Unity's FixedUpdate function, which is specifically for physics . . . I feel like the solution to this problem will be a long and difficult one.

Tuesday, August 7, 2012

Somewhat Technical Hindrances

Two days late is better than never, right?

So, this week I . . . well, I broke the game.  :)

Not really, but it doesn't play right now.  You see, I'm in kind of the middle of the game's metamorphosis - you know, that point in your first game where, at first the game worked as planned, but since you had no idea what you were doing, everything was wrong, and it only was being kept from falling apart by a single thread, but now that you're adding more complex systems to it, all of the poorly made duct-tape-and-spit stuff bursts apart into a kablooey of gooey ewey.

So, that's where I'm at right now - wallowing waist-deep in a pool of swirling gooey ewey.  Don't worry, nothing's permanently broken - just temporarily out of service.  When the game comes out of its metamorphosis, it should be a nice solid platform that I can continuously build upon for all time!

Not only that, but I'm (finally) upgrading to Unity 3.5.4, after weeks of ignoring the popup.  It has some new features, I guess, and is generally shiny.

So that's what's up with me.  On my plate I have:

  • Finishing the lives system (GUI and all)
  • Working out the creases so the thing works as an EXE
  • Making a start menu and an in-game menu with fully functional properties
  • Making about twenty levels
  • Moar stuff
  • Putting it on the internet
More or less in that order is what I'll be working on.

Adios!