Archive for the ‘Research’ Category

Soldner-X arrived

Sunday, May 24th, 2009

The slightly cheap but rather cheerful copy of Soldner-X i ordered turned up a couple of days ago but this morning was the first time i’ve actually found to sit down and slap the CD in the drive; once i’ve had a proper chance to see how it feels i’ll write it up and i’ve had literally one go where i activated my online highscore code and then had my arse royally handed to me! But generally speaking i like a challenge and once i’ve had some proper playing time and got around to at least reading some of the manual (and possibly the tactical guide) and got some bloody practise in i’ll write it up more thoroughly.

i might have to put a few other “reviews” up on this ‘ere blog as well, after all i’m playing quite a few games right now as “research” for the Blast Engine!

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Thinking a little

Sunday, May 3rd, 2009

i’ve spent the last couple of days doing research… okay, to everybody else that probably would have looked like me simply sitting at my PC and playing games but it’s research i tell you!!

One thing that struck me is how different Japanese culture is to western and okay, this is probably going to be a case of “Jason stating the obvious” but bear with me; the reason i found myself thinking about it is cute ‘em ups (essentially a cute shoot ‘em up, although the distinction is usually cosmetic because they’re just as hard to play as normal ones) and in particular a preview of a game called TobiChiyon where the player controls a cute anime girl in a sailor suit who achieves flight by flapping her pigtails…!

But it’s not the bizarre nature of that powered flight that set me thinking, it’s more that someone put the mechanic into a game. In the UK in particular, we’ve a tradition of kids comics where the characters have unusual attributes, the Bash Street Kids, Bananaman or Buster Gonad but there aren’t any shoot ‘em ups where these characters are put into service as player craft. Bananaman might perhaps work (with bananas topping up the flight power perhaps) but the Bash Street Kids would need something to help with the flying and Buster would have to… well, think “space hopper” and gravity. Ouch.

Hang on, i’ve sidetracked myself. The “point” i was going for was that in Japan the idea of taking a cartoon character and simply giving them an excuse to fly and fire lasers doesn’t even raise an eyebrow but we just don’t attempt the same here for some bizarre reason; what’s wrong with Johnny Fartpants using his “powers” for propulsion and weaponry? It’s tempting to say “i’ll do one, damn it!” and present a rough design but y’know what? Sitting here right now, i honestly can’t come up with anything…

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Moving along

Thursday, April 23rd, 2009

Well, a few days have passed and here’s another update; the scripting now has the option to repeat an entry (meaning that entire waves can be defined from a single item), there are now three object types with their own firing pattern and sprite design (well okay, two and a half since the third is an amalgum of the other two!) and nasties can be set to speed up or slow down over time. That last one has presented all manner of possibilities because i deliberately left off any bounds checking; nasties can zoom on, decellerate to a stop and then start moving in the opposite direction to whizz off again… but if they’re turning as well it makes some very interesting patterns.

Here’s a screenshot of a couple of waves, lots of bullets and a particle-based explosion which also uses a linked list:

A running test of the OOP engine

A running test of the OOP engine

Essentially it’s completed to the level i intended things to go to… but i’m seriously considering the building of a more substantial project around this control engine now so who knows…! i’ll write up a “post mortem” in the next couple of days.

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