Foam - Game Development Update 4
11 years ago
Test Header!
I believe the tedious or conceptually difficult parts of the games coding is behind me now. I stayed up late for the 3rd night now with very little sleep and got build 1.7.6 pushed. The only part of the game that I haven't even started working on in some form or another is boss fight coding so that to me is the only challenge left that I am aware of at this time. The rest I think should be rather easy like tuning player controls, adding game mechanics, and beautifying things up graphically with effects. It should be plug and play with standard enemies when the animations are done. I get into the bad habit of doing a lot of debugging as I add stuff which slows things down a bit.
Here's whats working now:
Spawning baddies, fish, power ups, and items works.
Collision code with baddies attacking player.
Collision code with player attacking baddies such as charge and sonar attacks.
Collision code with eating fish, collecting power ups, and collecting items.
Friendly NPC or tag team AI, Jellyfish AI is done.
Struggle slots system with struggle overlays and animations.
Player actions like charging, swimming, jumping, flipping, and struggling.
Player character (skin) and baddie animation loading system.
Baddie and player health, player air and arousal with their power ups modifiers and linked actions.
Title or start screen, menu switching, saving and loading game settings.
Fixed most random crashes due to multi-threading, haven't had a crash for a long time now.
Some of these things have been working for a long time now but I haven't really reported them so I decided to list them above. The last build was Version 0.1.7.6 - November 15, 2014 but because there isn't much to give testers yet It wont be mailed out. Please give us some time to add more content.
Development log file from start to 1.7.6 https://dl.dropboxusercontent.com/u.....oam_devlog.txt
It may be obvious from the log start date that we are nearing our 1 year anniversary (oh god why are we so slow). Well in my defense of the time frame vs progress I've had to make an engine from scratch and it was only really worked off and on for 57 days so far.
Here's whats working now:
Spawning baddies, fish, power ups, and items works.
Collision code with baddies attacking player.
Collision code with player attacking baddies such as charge and sonar attacks.
Collision code with eating fish, collecting power ups, and collecting items.
Friendly NPC or tag team AI, Jellyfish AI is done.
Struggle slots system with struggle overlays and animations.
Player actions like charging, swimming, jumping, flipping, and struggling.
Player character (skin) and baddie animation loading system.
Baddie and player health, player air and arousal with their power ups modifiers and linked actions.
Title or start screen, menu switching, saving and loading game settings.
Fixed most random crashes due to multi-threading, haven't had a crash for a long time now.
Some of these things have been working for a long time now but I haven't really reported them so I decided to list them above. The last build was Version 0.1.7.6 - November 15, 2014 but because there isn't much to give testers yet It wont be mailed out. Please give us some time to add more content.
Development log file from start to 1.7.6 https://dl.dropboxusercontent.com/u.....oam_devlog.txt
It may be obvious from the log start date that we are nearing our 1 year anniversary (oh god why are we so slow). Well in my defense of the time frame vs progress I've had to make an engine from scratch and it was only really worked off and on for 57 days so far.
FA+

Yeah, man, no worries about the time frame at least from my perspective <:3 , you've done a whole shitload of stuff ( plus all that debugging ( which lucky viewers seen pieces of @@ ), and it's definitely added up, not to mention all the other stuff you're doing plus what you've done.
I commend all the effort you've put into this, AND also being able to do everything you have and are
I hope too that most of the nagging stuff and problematic/difficult areas won't bite you again too soon, seems now that most of that butt is done, it should be easier on you <: 3
I know there's a lot yet to be implemented, and there's bound to be some new buggy things popping up later, but you've been doing great as a whole, even if your concern is time, and I think there're a few people who'ld agree with me, and who also enjoy the progress as much ^W^