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A day without coding... Blog
19th November 2008
Haven't done a thing, today!
Actually, that's not entirely true. I spent most of this morning playing about with the Enemy Spawning layout code, and tweaking it to be a little fairer.. One of my annoyances when playing Geometry Wars is when you're running in one direction, and a bad guy spawns RIGHT in front of you, giving you a fraction of a second in which to go "Oh, FFS!" and then die horribly!
Maybe I'm just rubbish at it (so says my gamerscore), but that always pisses me off.
So, I've tried to ensure that won't happen in Alien Deathmatch 2.
The game checks that enemy won't spawn at any point within a 0.5 second radius.. (3 pixels per frame x 30 frames worth = 90 pixel radius.. although I actually set it to 100, just to be on the safe side.)
I'll probably reduce the spawn time, though, 'cos they took way too long in the last game.

What I have been doing, today, is waiting for NXE to appear, and then pissing about with all the lovely new stuff.
..
Which, since I'm in the UK, and we don't have NetFlix is approximately bog-all.
The avatar's nice, and all, but.. it's severely limited.

I did make a very very rubbishy not-too-much-like Pikachu-ish gamer icon, though! So, can't complain!


Meanwhile I took some time out to play both Geometry Wars (woot) and it's headache inducing elder brother.. I lasted about 5 minutes on GW2, and currently have a headache.. GW1 was more fun, and I think I've picked up a few new AI traits that'll be plonked into the game.

I also considered creating some kind of proper Achievement system into the game, this time around, and.. since I'm so mindnumbingly rubbish at GW1 (I have a whole 3/12 achievements!!) I might even incorporate a type of Suckage Unachievement list... or something.. Although I'm not sure how easy that would be to do, since it would be pretty easy to trigger the unachievements by purposely sucking at it..
...
Might be tricky!

So, all in all, a nice day of *cough* Market Research *cough* that oughta keep me active for a while.
Tonight, I'll get back into the code, and hopefully get quite a bit more done.

Woot!
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