Saturday, July 7, 2012

Day 8

I need to stop having so many social events to go to. For some reason this jam had to be perfectly timed with so many things.

I think I will just pick up the remaining of yesterday's to do list and add a few more things.

  • Modify block animation  for the main-character block, then for the enemy block.
  • Make dodge animations. Was lazy/time efficient and recycled some frames.
  • Make hurt animations.
  • Make AI flee when low on agility.
  • Make lots of background noise animations for various things.
    • Tall grass in the wind.
    • Running water. (EDIT:Started)
    • Bushes in the wind.
    • Chimes.
    • Window shutters flapping the wind.
    • Trees in the wind?
    • Swings in the wind.
  •  Make shine/temple art assets (based off LPC work)

Friday, July 6, 2012

Day 7

Okay, time to pick things off the big list to work on.

  • Make block animations.
    • Made the base-block frames, I will test. Then I need to modify it for the main-character block, then for the enemy block.
  • Make dodge animations.
  • Make hurt animations.
  • Make AI flee when low on agility.
  • Pick a font for the game. I THINK I have one I'm okay with.
  • Make the whole world "freeze" for a split second upon a successful hit.
    • Use pygame.mixer.pause and unpause for sound, use a boolean variable to stop updating anything in the playState. Hrmm I have it working but unused right now as I need to play with the time of delay/when the delay occurs as I need to make it seem deliberate and not like a stutter.

Big list

The stupidly big to-do list!

  • Make block animations.
    • Made the base-block frames, I will test. Then I need to modify it for the main-character block, then for the enemy block.
  • Make dodge animations.
  • Make hurt animations.
  • Make dying animations.
  • Make villiagers.
    • Needs less "hero"y proportions. And possibly some older/younger people as well.
  • Make menu screen.
  • Make step sounds play by position in walk-cycle not by looping sound file.
  • Make lots of background noise animations for various things.
    • Tall grass in the wind.
    • Running water.(EDIT:Started)
    • Bushes in the wind.
    • Chimes.
    • Window shutters flapping the wind.
    • Trees in the wind?
    • Swings in the wind.
  • Make AI flee when low on agility.
  • Make AI path-find using nodes.
  • Make "screamer" AI.
  • Test and tweak blocking till just right.
  • Make shine/temple art assets (based off LPC work)
  • Modify LPC house work to be a bit more variant.
  • Pick a font for the game. I THINK I have one I'm okay with.
  • Make a text-box system, probably make it in THM and fetch the changes.
  • Make pseudo-blindness a boolean trigger.
  • Make the whole world "freeze" for a split second upon a successful hit.
    • Use pygame.mixer.pause and unpause for sound, use a boolean variable to stop updating anything in the playState.
  • Pick menu music.
  • Pick general background music.
  • Make the window bigger, and possibly add panning.
  • Add a "fade to black" effect.
  • Retouch main character animations, as you'll be seeing a lot of that.
 And after/during all that, quite importantly:
  • Actually design the levels/scenario.
So, now that I have a general idea of what I need to do. Most of that is doable. The big catch is basically all the graphics work, as that generally takes a while.

So I think I need to dedicate tomorrow to reworking/finishing the main character graphics. And just try to have it done. Although it's not as easy as it looks (Curse you internet, being distracting.)

Thursday, July 5, 2012

Day 6

Hello world, not too much to talk about currently. To-do list time!

  • Make okay-ish animations for block and dodge.
  • Get a "clang" sound in for a successful block.
  • Work on AI some more.
  • Test saving and loading.
  • Find/Make some enemy graphics.
  • More optimizing?
  • Make sounds keep volume between saves/loads.

EDIT:
Evaluation:

So I'm approaching one week in. So far, mechanically I actually have almost everything, I just need to tweak the numbers a bit is all. I have some work on the sound front. The graphics front isn't going too well but I'll luckily be able to reuse my block/dodge/dash animations across the main character and enemies. And villager NPCs won't even need that. In terms of major technical features, the only things really missing are the amplitude-to-visibility function and improving the AI further.

I'm fairly happy with my progress into this event, sadly perhaps the slowest thing is making some graphics, because the LPC art jam didn't provide everything I wanted, but I suspected it wouldn't, and I'm generally okay with that.

So I think I'm going to write up a big list of remaining, "to do" stuff. So I can get a better perspective of what needs to be done. And try to focus more.

Day 5

Late post today. As I was out socializing last night. I did however get some programming done over the down while out in town with my laptop.

Plans for this evening:
  • Add in block with place-holder animation.
  • Add in dodge with place-holder animation.
  • Optimize a little.

Tuesday, July 3, 2012

Day 4

Good morning world.

Okay, not too much to talk about other than today's to do list!
  • Complete the main character walk cycle. (At least, the prototype is done.)
  • Start work on main-character attack animation.
  • Add in support for sprites being "dirty" into the render system.
  • Convert various graphics from RGBA png to RGB png with Colour keys.
  • Add an agility meter.


Away I go!

Monday, July 2, 2012

Day 3

Good morning, world!

So, now that I have some prototype gameplay, I think the plan is to work on some non-placeholder art and clean up the current code. I also need to add in "page" support to the entity and floor editor, as I never got around to doing that, and without it it'll be impossible to actually use a high number of ents/tiles.

  • Continue work on Main character sprite.
  • Clean up main character controls code.
  • Add pages to Floor Editor and Entity Editor.
  • Start work on amplitude-to-visibility stuff?
  • Start work on enemy sprite art?
  • Go over LPC art entries looking for art I can use.
EDIT:
Stuff I didn't plan on doing but did anyway!

  • Start work on binary-visibility stuff.
  • Edit the sword sound and when it's played to make it react faster to the player pressing the button.
  • Improved enemy AI.  Enemies now can't see through boundaries, and walk to the last place they saw the player.

Wish me luck.

EDIT:

Well, another day down. Today I got about half of the main-character walk-cycle frames done. I hope to have it finished, or at least a WIP version on all the frames, tomorrow.

But I personally find working on art a lot less fun than programming game features, so I ended up side-tracking to start work on the visibility stuff and working on the enemy AI.

Going through LPC art entries, there wasn't an awful lot I can work with, but I took what I could. And honestly, I don't really need too much specific art work. So it hopefully shouldn't be a problem.

Anyway, progress is okay. Good night world.