Tuesday, January 31, 2012

Day 4 -
Thankfully I'm not too busy for the rest of the week. I have character physics all finished for the most part. The next step is to get some good character weaponry. Check out the ZD-RPG Update vlog on youtube at Manifest222's channel (my channel) please subscribe!

Thursday, January 26, 2012

Day - 3

Alright then! So after today's work, I've successfully uploaded a video of the coding I worked on for the level system, and for the character system.

What we have done today is:


1 - Four main menu buttons: [Start Game, Load Game, Survival, Sound On/Off]
2 - When you click Sound On/Off, the sound of the game turns on if the sound is off, and turns off if the sound is on.
3 - When you click the Survival button, it takes you to a separate menu that lets you select a level from a selection of eighteen levels. I have created two prototype levels. They are used in the video I uploaded on YouTube. (Manifest222 is the channel)
4 - The engine is now able to disable the menus, and enable the level system, and then render the level selected from the Survival main menu. It also renders the character at an X, Y position based off of the level rendered.
5 - The game engine understands which level is rendered, meaning I should be able to "unload" levels easily.


Tomorrows task:


1 - Work on the math of angular plains.
2 - Work on Character movement.
3 - Talk to people about graphics.
4 - Upload a tutorial based on the different math I'll be using in this game.

I hope everyone is enjoying! Please become a member of my blog and check out my YouTube channel at Manifest222!

Tuesday, January 24, 2012

Day - 2 -

Feeling good today. I think today will be a good day to work on finishing the Main Menu and working on some pieces of the level system. I have to go work for a little bit, but I should be back around 4-5pm and I'll get started and maybe screen capture some stuff! :)

Monday, January 23, 2012

Let's get this started using a little background history...

At the age of twelve, I realized how much I enjoyed video games. I had always looked at them as games, but around twelve years old, I realized that games are more a piece of art than they are just "a game."

I had always been into mini-games, namely created by Adobe Flash Professional products. Of course, my twelve year old mind says "It can't be that hard! Let's make some video games!" Being a young boy, I didn't even consider the time and discipline it takes to learn this kind of stuff.

So zoom forward, about three years. After immense amounts of trial and error, I sit here, with an idea of which I have really never seen or experienced from the programming of someone else. This idea combines two things, both of which are used ALL the time when it comes to mini-games or full games, but they are never combined.

The idea is to make an RPG, revolved around Zombie Defence.

I can't go into detail right now... I must get back to coding the engine I'll be using. However, what I will say is I am going to blog about ever day of coding. I am in my first day right now, and I am thinking that this game will take anywhere from 8000 to 10000 lines of code depending on the amount of detail I'm going to put into the engine. It should take me anywhere from two weeks to four weeks depending on how busy I am. I'm going to attempt to get my cousin Gabriel Basham to help me with some concept art and maybe some graphics. He's extremely solid with Photoshop and After-effects and things like that. He's even going to college for it, so if he can help that would be great... BUT if he can't, (He's extremely busy all the time, doing really well in school + enjoying life = no spare time), then I'm sure I can either find someone else or work on it myself! Regardless, I'm extremely excited to get into the creation of this game, and I'm extremely excited to also announce that there will be a free version of the game that should let you experience about 20-30 percent of the full game, that I expect to be released within the next two weeks. I am thankful for everyone who has fallowed me as a subscriber on YouTube, and as a supporter just in general. Let's get this started.


*After about 2-3 hours of work*


Alright so here's what I've got so far. 

1 - The main menu is about 30% finished. Button functionality and graphics are 90% done, concept art as a background of the main menu doesn't exist currently. We'll see if Gabe can help with that.
2 - The level system is READY to code. At the beginning stages of this game development, the full level system is unnecessary for right now.
3 - The camera system is READY to code, same situation as the level system. I've initiated all the code that's necessary for right now.
4 - The character system is READY to code.
5 - The main class, (works as the "CPU" of the engine. It holds the constants, aka the variables that don't change EVER, it acts as the Parent of all class's, and initiates all constructor functions), is in good shape.

I will in the future be adding little snippets and screen captures of my work.

Here's a little bit of how engine creation works! (The following that is written is related to the #5 on my list you just read)


Constructor functions are functions that run whenever a class is enabled or activated. They generally set variables like character move speed, or screen width / height, or just in general variables that don't change (constants). If I type the code:


var randomClass:RandomClassScript = new RandomClassScript();


When I say "new RandomClassScript();", I'm initiating the constructor function of "RandomClassScript" and I'm storing the code of RandomClassScript within randomClass. This means that certain public variables within the class of RandomClassScript can be accessed using the variable of randomClass, because randomClass is a "type" of RandomClassScript.


A "type" is kind of like the "race" of a variable. Three very used types would be Boolean, String, and Number. AKA, True/False, Text, and Number (explains itself)


When you create a new class, you are creating a new "type."


When you are creating a game, 99% of the time you're going to be creating your own engine, therefor you're going to HAVE to create your own "types."

Thanks for reading my Day 1 of this game development. Tomorrow will be yet another adventure, as every day of game development is an adventure of frustration, patience, anxiety, and beautiful success. Check out my YouTube channel at Manifest222!