Archive for October, 2009

Geek Out

Here’s a very techy post about the back-end of Amnesia – the hotspot system. If you’re not interested in geeky stuff, look away now:

Work on codebase is progressing nicely now. I can press a key during the game to flick into the hotpspot editor, which is separate from the map / gameobject editor. There I can place hotpots add special conditions to them and their corresponding scripts, which can do anything from say a line of dialogue, to run a complete program. Hotspots can also be attached to gameobjects, in which case the hotspot moves with it, in case I need any special case monsters or pickup items. To save game all I have to do is save copies of all the non-local variables, as well as the position and states of all game objects.

Hotspots can also be characters in which case they have a bunch more parameters and speech tree editors. I can also edit each room’s scripts, one for init, used for making sure each game object is in the right state and playing the right animation, one for each logic loop, to alter things in general play like lighting effects or simply running a timer.

I can now basically write the whole rest of the game from within the game, with nifty things like code highlighting, and even a basic intellisense. The nice thing is if I ever port it all I need to do is re-write the graphic engine, gameobject engine and script parser and the rest of it is data driven.

I still want to add a more intelligent animation system, and a neat editor for it, so you can place animations like cells with unique positions, and add attachment points and specify hitboxes, but overall I’m excited with the rate of progress! Time to iron out the little bugs and begin the long process of content creation.

Factual Update

Thought it was time to collate where I’m up to with all my unfinished games, in order of oldness. It doesn’t paint a pretty picture I’m afraid.

Super Super Ice Balls – the Bubble Bobble clone I’ve written three times. The last time I got really far but put on hold because I wasn’t happy with the art style. I plan to re-do it in a pixel art style most likely.

Trip The multiplayer shooter I’ve been working on since ’91. There have been around ten evolved versions of it over the years. I hope to bring it to a console one day. Just waiting for the right opportunity, and a suitable answer to the one-player mode. Would also like to give it a graphical overhaul soon.

Amnesia A psychological survival adventure. The most personal project I’ve ever undertaken, and hopefully one day in the next year or two it will be a reality. Check my earlier entries for more info, I’m working away at it right now.

iLoveWar My iPhone SRPG. This has been put on hold not because I didn’t like the game, but because I feel it is the right time to make Amnesia. I will definitely finish this one day!

Soul Brother – There’s a feeling of solidity lacking from the game, perhaps in the mechanics, which Stephen Lavelle pointed out to me. My heart sank a little because I knew he was right, I felt it too. There’s nothing ostensibly wrong with the game (I know Dock is not a fan of the non-linear format and perhaps he’s also right), but I’m not really sure how to fix it. It might just come to me!

Painting Pretty Pictures

3 weeks it took to do this piece, the main alleyway in Amnesia’s hubworld. Main reason being I’m crap at drawing – I have to do it by sheer force of will, by throwing enough monkeys at enough typewriters if you will.

But hopefully this sets the art-style for the rest of the game so without further ado, here it is for your viewing pleasure:

In other news, the new Harry Potter was rubbish.