Wednesday, June 29, 2011

State of the Game: Necrofrenzy

I'm going to try to make these updates at least once a week. We'll see how that goes.

I really wanted to have a prototype to show before I bothered to do an update, but it is looking like that prototype is an increasingly harder to reach goal. Don't get me wrong, I am really, really close. All I need to do is finish implementing a path finding algorithm and a playable prototype is go.

Therein is one of the funny things about game development: Few things are as easy as they seem like they should be. The path finding, on its own, isn't very hard to implement at all. The problem is that in order to get path finding to work I have to be able to feed my little minions data points, and the only way I can do that is if I can do collision detection, and the only way I can do collision detection is if I can blah blah blah blah blah. In the course of implementing this one little system I have to worry about the implementation of a dozen of other little systems, and all of a sudden my project is very hard to test and is feeling rather daunting.

The real problem, though, is lack of motivation. Being broke has been a great motivator up until now, but I've even ridden that wave to exhaustion. Another wave will come, as they always do, but I really need it to be sooner rather than later. One of the problems is that I've had to write large essays for a class, which requires me to completely switch my brain from thinking about code stuff to thinking about writing stuff. It isn't easy to jump from one to the other. I'm also hunting for a web host, and that is a whole headache that I'd rather not have to deal with.

But I will. And for all my grousing here the beta will actually be coming pretty soon, I should think. Stay tuned.

Thursday, June 2, 2011

Prepare for the Raaagh...

Hiya folks. Long time no see. I apologize for that.

But hey, I've been busy.

Introducing RAAAGH!



RAAGH (or RAAAGH, or RAGH, or whatever I choose to call it) is best described as an 80's arcade game. You play to get your personal high score. And like all good 80's arcade games, RAAGH features bullets, carnage, and an AI squad at your command.

What 80's arcade game featured an AI squad at your command? Well, uhh...

Shut up, you.

Anywho, a typical round of RAAAGH starts like this:



But it quickly devolves to this:



Sold yet? Get it HERE. I'll update this later when I can host the file myself, but for now go ahead and use the excellent (and free) filefront gamefront servers.

But Handshakes, what about Necrofrenzy?

Necrofrenzy is still very much on the way. RAAAGH was just a little project to stretch my muscles, so to speak. For RAAAGH, I used and got to know a new game engine as well as a new sound API, so now I've worked out a lot of the kinks and quirks of the development process.

And boy, were there ever some big ass quirks. There was much wailing and gnashing of teeth involved in getting the sound API to function, I'll say that much.

Anywho, expect some big updates and news in the coming weeks.

Caio.