Summer May 15, 2008
That's right, I said summer! My spring semester has ended (and oh my god I aced DSA, *gasp*) Anyway, among the time wasting and lounging that I've gotten done already, I started back up on Grav. I've been touching up graphics for the first few areas of it. I haven't fully unpacked my stuff, which means that the sheet where I'd drawn out all of the first dungeon is buried somewhere. I'll get it out eventually.
Go play my Tetris game if you're bored. I had my best game of Tetris ever tonight. I wish I knew how to make my own high scores table. I'll figure it out eventually. Peace out.
Finals are upon me May 1, 2008
For those of you considering a Computer Science career, when you have to take Data Structures and Algorithms and your mind explodes, just remember that it's the weed-out course for CSCI. I just finished the last homework for the course, and it took me no less than five days. Finals week starts after this weekend, and then I'm FREE! Maybe I'll get back to work on Grav then! *optimism*
First real level is in development April 22, 2008
Most of the enemies are finished, and I'm leaving the rest for when I actually need them. Now I'm working on the beginning of the game, where you start off as a defenseless little character, thrown into a dangerous world. I have the entire first dungeon planned out, and once I finally finish it, it's going to be fun. Sadly, it will take a lot of work, and thus a long time, but fortunately, I already have the rolling boulders coded, so the rest is going to be creating doorways and drawing levels. I'm not really setting a timeline to finish it, since I only have a week until finals, so schoolwork is very likely to pick up soon. Keep waiting, and it'll be finished eventually.
Or not... March 31, 2008
It's been about a week since I've actually got any work done with Grav, or anything to do with this site. I've been swamped with schoolwork, and am trying to get some longer-term assignments out of the way so I can get back to concentrating on it. Progress will continue soon...
Back on top March 19, 2008
I've just come back from my spring break, which was pretty uneventful, but I didn't really spend any time on the game during it, so progress had been slow. I'm back at it, and have gotten some really annoying details out of the way! There is now a (mostly-functioning) main menu, from which you can start or continue a game, a nice little sidebar that displays the player's health, current type of ammo, and number of keys held for the current level.
Yes there are keys now, and there is great potential for many other items that the player can pick up. In the case of keys, you can use them to open locked doors, which you will see one of if you want to play through the demo level. I've also added a bunch of visual cues as hints in case the solution to a puzzle is too hard, or call it helpful pointers. The behavior of the homing lasers has changed a bit, to the effect that it can fire around corners- try that out in the old level, which you can get to from the end of the current one. Which brings up the point of level doors! You are no longer stuck in a single level- as long as you can find the appropriate door, you can go anywhere! Not that there are a whole lot of places to go yet, but there will be!
Finally, and probably most importantly, YOU CAN DIE!! Spikes and the yellow Lasers will hurt you, significantly! Spikes, in addition to being used as a puzzle-solving tool, are meant to be used as weapons against particularly strong enemies. Unfortunately for you, they hurt anything they hit, including you, so be careful around them! Also, standing in a laser for more than half a second makes you dead! They are meant to be avoided at all costs! If you are killed, you are given the option to continue from your last save point, or exit to the main menu. The last save point is the last time the game changed areas by fading to black. The level resets when you use a Continue, so just try not to die too much =P
So now that all of my update information is out of the way, go and play my demo. If you want to give me feedback, visit The Albino Blacksheep forums, and see the Flash Developer's section. I have a thread called "Action / Puzzle / Shooter Game." Post in it as you like!
Working on "Grav" March 5, 2008
Happy Birthday to me =P Anyway, I've been working on new features in the game, touching up little quirks, thinking about future puzzles and functionality. I'm not dropping the game, but updates will be fewer and farther between- reserved for major stuff. For now I'll tell you that I've decided to call the game "Grav," which is obviously short for 'gravity.' I like it because it's simple, and there's a nifty logo with the G and a gravity beam superimposed on it. I'll put it up with the next update. Until then, keep visiting, play my games, have some fun! Peace out.
A new and more difficult level February 27, 2008
I've been hard at work over the last few days, and I've churned out a completely new level. This one is more dangerous (even though you still don't die), more tricky, and more difficult than ever before! I even created a "cobble floor" image that tiles will, which really enhances the dark nature of the level. There are no bouncing balls or enemies in here, only puzzles. Can you make it all the way though? (Happy Birthday Rob!)
Even more development stuff February 22, 2008
More work has been completed on the shooter. Mostly little updates, in addition to the menu graphical flares. The ammo menu has been given icons to represent the things you are selecting with it. Also, the background will blur and darken when you open it up. As per user suggestion, deactivation of the red "Force Barriers" is now much faster. Also, the "Bumper Triggers" bump you less, and will no longer flicker when you press the player against them. Check it out in the Media secion (or in a link from a previous post)!
Shooter updates... February 21, 2008
I worked based off some user feedback that I got, and have fixed a few things that people had issues with. Mainly, I improved the way graphics are handled (which seems to have sped up the game), and fixed a really bad glitch that allowed you to pop through the red barriers. If you can manage to break through them now, I'll be impressed, and sad, since I have to do more work to fix the problem! I still plan on fixing up the ammo/tool selection menu to make it more functional and readable, so expect that soon.
A new Demo! February 19, 2008
After a few touch-ups and some sort of graphics, a demo of the new features of the game is up, find it here. I made a couple changes according to feedback that I got, and am working on a few more currently. Most notably is the change in controls. ASDW keys now function for 8-directional movement, rather than cursor following. I made a completely new area with a couple simple puzzles involving switches and triggers. Check it out and enjoy!