February 2012
13 posts
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Feb 9th
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Feb 9th
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Feb 9th
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Feb 9th
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Feb 9th
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Sound
Did the majority of the remaining sound effects yesterday, though some of them will need a second pass before I’m satisfied with them. This is honestly the first time I’ve felt Starhaven was close to being finished.
Feb 7th
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Listensolatrus: One of the two songs (so far) for a...
Feb 5th
25 notes
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Feb 5th
1 note
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Feb 4th
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Playtesting night for Starhaven!
So many bugs… (But people had fun, so it’s okay.) Been fixing a ton of small things - bugs, missing features, etc. Changed one thing in particular (the way in which the station responds if you stop rotating it midway), and the difference in feel is… remarkable. (Even though the change was half a dozen lines of code and a minute’s effort). The station doesn’t fight...
Feb 3rd
3 tags
Feb 2nd
3 tags
ListenA mild cold and a need to re-record the audio...
Feb 2nd
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Feb 2nd
January 2012
14 posts
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Jan 30th
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Jan 29th
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Jan 26th
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Code trivia
Starhaven currently has a bit over 9k lines of code in its codebase. (Manufactoria had about 6k; YACI ran at around 3.5, and IKOW was juuust under 3k.)
Jan 26th
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Jan 25th
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Jan 21st
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Jan 20th
The Last and Final Word: Kenta Cho
quote-un-quote: Kenta Cho is a Japanese independent videogame developer. He became wildly popular and is considered influential for releases such as rRootage, TUMIKI Fighters and Torus Trooper. In fact, TUMIKI Fighters became so popular that a game called Blast Works (which was directly based on it) was released for the Wii. Read More Reblogging for Kenta Cho.
Jan 19th
10 notes
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Jan 18th
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Jan 16th
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Jan 14th
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Minotron
Yesterday, I added triggerable bullet-time to the combat sequences, after briefly flirting with a 70% slowdown of the whole thing. A little more work to do on that, but it’s working well. Today was mostly devoted to a very long-delayed refactoring of the ‘scenario’ system. Destroyed vast swathes of copy-paste code. It should be vastly easier to make new scenarios now. The title...
Jan 12th
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Crawling toward progress.
Had an idea about how to rework the difficulty system and the campaign at the same time. (How many forms has the campaign gone through, now?) Implemented both earlier today. Went from 2 difficulty levels to 5, and 6 campaign levels (+ a 7th planned) to… INFINITY! By which I mean, you can no longer win the campaign. Primary inspiration was Super Crate Box and… a game I can’t...
Jan 10th
2 notes
2 tags
Back to work!
Decided to start off by tweaking some stuff with the new defenses (balancing crew) - stuff that I was in the middle of when my laptop half-died on me - but got waylaid for the better part on an hour fixing a very stupid bug. Notable: for (var i:int = 0; i < C.BEAM_DEFENSE ? 4 : 2; i++) does not actually terminate. (It should have been “i < (C.BEAM_DEFENSE ? 4 :...
Jan 5th
December 2011
26 posts
End of 2011 Wrapup
The short version: I’m pretty much where Christine Love stands in her end-of-year writeup, except instead of releasing a quite good game this year, I released a couple of half-finished ones, and instead of being semi-internet-famous, I’m pretty much unknown. But that’s more self-pitying than the situation deserves. I had fun with Unity at the beginning of the year; had a great...
Dec 31st
2 tags
ListenI lied. WIP menu sound effects.
Dec 27th
4 notes
1 tag
Over the last few days, the computer I’ve been using over break has slowed nearly to a halt, for no reason that I can discover. It now runs Starhaven at <30 FPS on the main menu; the game itself has become nearly unplayable. I have, despite this, managed to get the new defense mechanics 80-90% done, but it seems impractical to continue. If I find a solution to the issues, I’ll post...
Dec 26th
2 notes
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Dec 23rd
Anonymous asked: What will happen to you after March 24th? Will you be eaten by a grue?
Dec 22nd
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Dec 22nd
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Starhaven planning
Posting publicly as motivation. Within the week: proposition musicians to examine ye game / make beautiful music By the end of December: defense changes finished Early January: Musician acquired By the end of January: Campaign finished By the end of February: Sound effects done/in game; music ready to be put in game Beginning of March: public / semi-public playtesting…? By March 24th:...
Dec 20th
2 notes
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Dec 20th
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Dec 18th
2 notes
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Dec 17th
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Vacation progress.
Fixing bugs, tweaking, etc. Finally fixed the last bug leftover from the aforementioned playtesting session. Currently working on unlocking type stuff. Have to play a level in campaign to unlock it for quick play; have to beat it to unlock hard. Pretty rudimentary. Been thinking about how to make defense more interesting. Currently it’s entirely automated; you can manually turn and dodge...
Dec 14th
3 tags
Iterating over points to find minima/maxima
min = (int.MAX_VALUE, int.MAX_VALUE) max = (int.MIN_VALUE, int.MIN_VALUE) for (point in set)     if (point.x < min.x)         min.x = point.x     else if (point.x > max.x)         max.x = point.x         //same for y… Today’s exercise for the class: why is this pseudocode wrong? And why has (an implementation of this) been in my codebase for months? (The example of a set...
Dec 12th
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Dec 11th
2 tags
Dec 9th
2 tags
Dec 7th
2 tags
Dec 7th
1 note
4 tags
Design comparison reblog (from an RPS comments...
I picked up Dungeon Defenders a few months (!) ago, and got Orcs Must Die! more recently, when it was on sale. I’ve put an alarming number of hours into DD (25, according to steam), and just beat OMD for the first time – going to start my second run shortly. They’re very similar games, in a lot of way – fantasy, tower defense with a third-person action-RPG mixed in – so it’s fascinating to...
Dec 6th
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Dec 6th
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Dec 5th
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Just looked back and discovered that the other long text post I wrote (in addition to the ‘game design as teaching’ one) was also eaten by the read more break. Gone forever, etc. Never using that damn thing again.
Dec 4th
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Dec 4th
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Dec 3rd
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Dec 3rd