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A long long day...
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27th October 2011
Today, I became a complete and total recluse!
It was the only way it was all going to get crammed into the day. Let's go through last night's list, shall we? -=-=- 1. Fix the "Game Over" screen, so it doesn't just go "Game Over" in the same way as every other game that I've made since Munky Train 2! This has been done, a bit! I'll work on something nicer for the final release, but I at least built the possibility of something nicer, today! Much like the old one, it just goes "GAME OVER!!", but the game carries on in the background, and things flow nicely. I've done this for a few other AGameAWeek games, and if I'm honest, I'm not sure why it's not in the framework! .. go figure! Anyhoo, that works nicer, and is easily extendable! 2. Add a "continue!?" screen, and some sort of option to continue or not. ? I'm thinking of a simple "left or right" platform thing, but I might attempt something quirky. The continue is simply a case of "Game Over" "<-- Menu" "Retry -->" .. *shrugs* It works! 3. Deal with the concequences of a "continue" screen, including adding new badges, and marking the scoreboard to show continues. Dun! Took about half a minute! 4. Fix that really annoying bug that I found earlier today. GRRR!!! Stupid Amstrad CPC!!! ? (sorry!! ? I didn't mean that!!! ? You're a luvly Amstrad!) Dun! It wasn't the CPC part, it was the fact that I attempted to find a specific type of colour that couldn't have existed while the colours were fading between one palette and another! d'oh! (caused an endless loop, got game stuck, broke game!) 5. Sort out the "smash" for the Blockman hat. ? It works well up until the point the player gets hurt. Dun! I'm not sure if it looks "readable", so I'll be sticking a pointer in the beta readme about that. .. assuming I remember to do that! 6. Make the "om nom nom" hat more obvious, and possibly add a down thing. ? (for those playing the previous beta, you might notice that these last two items are no longer the same thing..) I didn't add a down thing.. I may still add a down thing, but the left/right thing should, at least, be more obvious now. 7. Completely reorganise the scores, since they're still all chaotic and crazy. ? A total reworking, taking into account the different character difficulties and what it is you're hitting them with. I haven't done a lot of this, and it still needs doing, but for the most part I found a really lazy fix!! I'd already given the baddies a rarity value when it's picking enemies for the levels, so I just reused that value for the scoring. yeay! 8. Some of the audio could do with some fixes, eg most of the bosses are going "eek eek", 'cos I lazily copy and pasted the "throw" bit from Munky. I locked myself in my bedroom in a desperate attempt to get all of today's work done! As a result, I've been stuck on my Mac all day, and I really have bugger all audio tools on it! (still, nearly a year and a half after buying it!!) The audio tweaks will have to wait until after the beta. -=-=- *argh!* 9. Rewrite most of the readme file, to deal with all the new stuff. ? Oh blimey, that's a lot, and will also probably include... 10. Create a character-o-graphy, but probably do it really shittily because you're really rushing it at this point. I might, instead, do it all in the credits, but then... 11. Since there's no proper Game Over yet, there's also no end credits yet, either. ? So that needs done, too. 12. ? Oh, fuck, and I've a newsletter to write for Friday, too... And these four aren't done, either. No excuse, there, just plain ran out of time. I've started the character-o-graphy, but didn't get very far into it before having to rush off to work. I'm now about to do the newsletter, then write up the beta's instructions. *phew* So, yeah, I'll go and do all of that, and hopefully I won't fall asleep halfway through! See you tomorrow, betapeeps! Views 28, Upvotes 6
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