Showing posts with label purity. Show all posts
Showing posts with label purity. Show all posts

Sunday, August 9, 2009

Arity 1 Update

Done:
  • Continue working on bosses (just aout done).
  • Change the name to Arity 1.
  • Save boss death and make the environment respond (done)
  • Find the world map I made before I stopped.
  • Make global (I know) event object to pass around events.
  • Explosions.
  • Improvements.
  • And the like.
Todo:
  • Add more Boss functionality to PurEdit (add/remove cathode/anode).
  • Make rooms.
  • Polish
  • Polish
  • Polish

Sunday, July 26, 2009

Purity Update §



Done:
  • Continue working on bosses.
  • Add boss-making capacity to PurEdit.
  • Save boss death and make the environment respond (started)
Todo:
  • Continue working on bosses (deathroll mainly).
  • Add more Boss functionality to PurEdit (add/remove cathode/anode).
  • Make global (I know) event object to pass around events.
  • Make rooms.
  • Find the world map I made before I stopped.

Sunday, July 19, 2009

Purity Update Z



Done:
  • Fixed List.
  • Working on bosses.
  • Made some more rooms.

Todo:
  • Continue working on bosses.
  • Make rooms.
  • Add boss-making capacity to PurEdit.
  • Save boss death and make the environment respond.
  • Find the world map I made before I stopped

Sunday, July 12, 2009

Purity Update XI



Done:
  • Just about done being sick.
  • Rewrite PurEdit (more work that it sounds; see above video).

Todo:
  • FIX LIST.
  • Make bosses.
  • Make BMP to Map converter.
  • Find the world map I made before I stopped

Sunday, July 5, 2009

Purity Update Q



Done:

  • Update gun class
  • Update room file format to include guns and potential other things.
  • Maybe getting sick. We'll see.

Todo:
  • Make bosses.
  • Make BMP to Map converter.
  • Update/rewrite PurEdit.

Saturday, July 4, 2009

Purity Update X

Done:
  • Improve minimap drawing
  • Add save point to save point teleportation.
  • Enhance screens.
  • Tweak menus and map.
  • Thanks to Alec for help with pngs.

Todo:
  • Update gun class.
  • Update room file format to include guns and potential other things.
  • Make bosses.
  • Make BMP to Map converter.
  • Update/rewrite PurEdit.

Friday, July 3, 2009

Purity Update

Done:
  • Add health bar.
  • Add map.
  • Revise level handling.
  • Add cheat code for testing.
  • Add Loading screen.

Todo:
  • Update gun class.
  • Make new font file.
  • Update room file format to include guns and potential other things.
  • Make bosses.
  • Make BMP to Map converter.
  • Update/rewrite PurEdit.
  • Improve minimap drawing.
  • Add save point to save point teleportation.

Sunday, June 28, 2009

Purity Update



Done:
  • Update falling platforms and related add new collision detection
  • Update powerups class.
  • Update room file format to include save points and platforms.
  • Update powerups file to act as a partial save file as well. Not as bad as it sounds. I already had it set up that way and just ended up making a few new functions.
  • Add sounds for powerups.
  • Add powerups.
  • Add menu with continue, reload, new game, and exit.

Todo:
  • Update gun class.
  • Add health bar.
  • Make new font file.
  • Update room file format to include guns and potential other things.
  • Make BMP to Map converter.

Sunday, June 21, 2009

Purity Update

Done:
  • Old FMOD 3.75 code removed.
  • Room graphics switched to OpenGL.
  • Collision Detection rebuilt and enhanced.
  • Edge Gravity Added.
  • "Skill Jump" added (jump at the peak of the second jump, three frame tolerance).
  • Added FMOD Ex, jumping sounds (1, 2, skill, skill fail).
Todo:
  • Update falling platforms and related add new collision detection
  • Update gun class.
  • Update powerups class.
  • Add new sprite class.
  • Update room file format to include guns, powerups, save points, platforms, and potential other things.
  • Update save file with a list of powerups gotten (this will be more helpful than it sounds).
  • Make BMP to Map converter.

Saturday, June 20, 2009

Purity Overhaul

I've lost motivation on BLDNG MAN (making scripting languages from scratch is not fun), so I'm going to take a break, and get back to work on Purity. I started purity before I knew OpenGL, so I'm going to start with a graphics engine overhaul. I also didn't plan very well when I started making the game, so some important features were just hacked in. I'm going to fix that has well. Hopefully those two combined with a bitmap->room converter and an updated level editor will result in a near future release.

--Gold Cray, Second Law Games.

Sunday, September 21, 2008

Purity Name Change Made Possible

I was looking at the Character Submissions thread over at TIGSource and ran into a suggestion for the character from Purity. Needless to say, I was shocked because I thought no one knew about that game. It turns out that there was another Purity before mine that I just didn't know about.
That was a big relief, but it does mean that my game's name isn't original any more. This doesn't mean I'm going to change it completely. I might just add a subtitle that never actually shows up in the game but still distinguishes it from the other one.

Tuesday, August 26, 2008

Hard Drive Update

Well, I've run a few diagnostic programs and I now know what data can be saved (the important stuff, it turns out), and what sector to stop at. I've got a new 250GB drive on the way, so when that arrives I'll see if I can't use some ghosting utility to copy the first 60% of the failed drive over to the new one, copy the data from the new one over to my backup, and then backup to the new drive.
I'm holding off on Contrecoup for the moment because I don't have 3d glasses yet and I'm still working out how I want to do the collision reaction (kill the player, randomly spin the player, push the player away, etc).
Meanwhile, I still haven't done any work on Purity, but I might do a little of that in the next couple of weeks.
Right now I'm getting ready to prototype a boss fight for another game and maybe work some on the code for the O.D.d.S.A.C.k.S. More data on that game when I release in ten years or so.
The other thing I'm doing is honing my programming skillz on Project Euler. I've finished 5 of the problems and right now my computer is around prime number 1.5 million for another. Maybe I'll go back later and figure out how to solve that one in 1 minutes instead of a few hours.

What you should take away from this, dear internet void, is that I'm still working on making video games and I might even finish one some day.

Friday, August 15, 2008

Purity Development on Hold

My primary computer is rather ill right now, so Purity development is on hold until the issue is resolved.

Wednesday, August 13, 2008

Don't cross the streams...


Too late.

Gunz update

The gun class is complete and allows for variable bullet speed, bullet damage, fire rate, gun color, bullet color, and bullet number. The screenshot below shows four blue guns firing at 1/25frames, with bullet speed of 4 pixels/frame, bullet damage of one, and maximum of 50 bullets on the screen at a time for each gun. The red line at the bottom is the health meter.

Purity Guns

Having reached that point in the creation of the blue area, I have started working on coding the boss fights. Each boss will be a room with 4 major components: Gunz, Falling platforms, Cathodes, and Anodes. The goal is to touch a cathode/anode on the floor and then climb to and touch an anode/cathode on the ceiling, creating a circuit between ground on the boss and X kV on the ground. Each boss is defended by a set of Gunz that fire bullets at a constant rate. The screenshots below demonstrate that component of the boss fights.

Tuesday, August 12, 2008

Purity Music

I decided to fool around some with music based on Sierpinski's Gasket and found that most of what I got sounded pretty decent, but repeated after one measure. I did manage a slightly less repetitive bit that might make for some not-too-horrible metroid-esque boss music. It certainly has the dissonance. pttune.

Monday, August 11, 2008

Spoiler Alert: Mapp of the Knovvne Worlde

I have started working on a map system for Purity. Together with the save points, it work work much like the map and saves in An Untitled Story; the player will be able to transport from one save point to another as long as the two save points have both been used. This will be especially helpful in the green area.
In this version of the map, each room is given 1 pixel for every 20x20 block of tiles. The rooms with the white border contain save points. These are all the rooms I feel comfortable calling "complete."

Mapp of the Knovvne Worlde:


This version gives 1 pixel for every 4x4 block and is the highest resolution I'm likely to use. This example does not highlight the rooms with save points.

Detaylled Mapp of the Knovvne Worlde:

Sunday, August 10, 2008

Game: Purity

Purity is a simple platformer about color, harmony, purity, descent/ascent, survival, nature, confusion, the inner self, order vs chaos, and probably god. It uses the GLAS Extended engine, with takes a few lines of code from the GLAS engine used in Bullet Hell and PlatClimber.

Long ago, in a stale world, the Unity, white, split from itself three colors: red, green, and blue. It allowed each color to spread to the far corners of the world. Over the years, each color grew in its own manner until finally there was no more space to fill. Then they began to fight each other for possession of the world. Unity, disappointed that its creations would claim to own parts of its world, sent the Purifier to cleanse the world of the three different colors and return the world to its original state.




Status: The engine is mostly complete and the world is about 10% complete. No music done yet; I am pretty terrible at composing and not patient enough to use Pixel's stochastic method. I'll probably come up with a music generator that uses Markov Chains or Iterated Function Systems.