Monday, June 23, 2008

Natural selection

[regarding the previous post]
So I haven't finished it in three hours. instead I've revamped the player-awareness model of the enemy brains, added a much-needed pause feature, some debug-mode options, and more detailed level-settings. But no cover formation.
Now, however, I came up with some new ideas for the ol' fella, ideas which make it actually interesting to code and play. It's nice to see how not-so-good ideas are naturally kept away from the game since I can't get myself to code them.

Friday, June 20, 2008

Microcosmos - Cover Formation

ok, so coding this part isn't particularly fun, interesting, or challenging. In fact, in a perfect world I would have had midget-slaves to do it for me. But this is [hold on to something] not a perfect world, and I've been postponing this for 2 weeks. So now I'm gonna get to work, damn it, finish it in three hours, and get back here to write about how I failed.

Saturday, June 14, 2008

Introduction? no no no,

you got it all wrong. I don't do introductions.

...

Creating games is all about making your dreams come true.

I was sitting in my room, finishing the movement and attack functionality of the player in Areas. I wrote the last line of code needed to make it work, and compiled the project. Now, at that point I had no idea what style I'm going to give the game. Everything was black&white simply because I decided to leave the artwork for later. But after toying with it for a while, I had a clear vision of how I want the game to be. The first sight of the bullets leaving the player's weapon, flying silently on the field, and then shrinking and banishing in an instant was simply majestic. It was awe-inspirng. It was something I could only dream of. 5 monthes later, the dream came true. Areas is just what I had in mind at that time, it's the realization of a fantasy. Thats why I love making games. And I belive every game-maker can relate to that.