I Ain’t Dead: Project Update

While work has slowed slightly due to Real Life Circumstances the project is still underway. Most of what I’ve been up to hasn’t really warranted a blog post, but an update on what’s going on seems like a good idea. Read on.

First and foremost, I’ve been putting ideas down on paper for the game. I’ve now got a pretty good idea of how it’ll play, what the setting is, what the player’s goal is, and so on. There’s a whole update I need to put together on this, but that’s for a later date.

I’ve also been tweaking the coding, and also reporting some bugs in the platform movement in the software I’m using – one of the big downsides of any game creation software over proper coding is that some bugs are inherent to the program rather than your own project. While I’ve got workarounds for most of the issues, a program update would obviously be preferable. Which does mean waiting on an update, but there are other things I can get on with in the mean time.

On that note, working some more on sprites. Settled on what’ll roughly be the main character design:

The goggles do nothing. For now, anyway.

The goggles do nothing. For now, anyway.

I’ve also got fully animated walk and run cycles, which I’ll get up as soon as I find a decent free animated GIF maker.

Finally, I’ve spent a lot of time pouring over the Procedural Content Generation Wiki. The idea of the game building its own levels is attractive on two fronts – If done well it adds a lot of replay value, and makes my life easier. I want to get a PCG example file out for people to test in the not too distant future.

None of the above really warranted its own post, least not until I’ve got work done to show along their lines. But it’s still going. Anyone fancying making suggestions or lending a hand is still more than welcome to do so :p

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