Posts Tagged ‘pc’

A little progress

Tuesday, April 14th, 2009

Well, after relaunching the Bullet Mechanics website i’ve actually found a little time to program something! When Vinculum was originally released i referred to it as being the “competition form”; the intention was always to return to it and produce a complete, full scale game from that base. And that’s what has been happening over the last three or four days. The code has gone through the wringer, with the attack wave mananger receiving a major overhaul to convert it from X and Y speeds to angles with special commands for accelleration, decelleration and rotation meaning that most nasties now require under half the data to define. Several flaws in the code that were painted over by never allowing them to occur have also been fixed and the way the program flow is handled made less of a kludge so the back engine generally seems a much happier bunny now.

Vinculum V2 preview

Vinculum V2 preview

A gaggle of cosmetic changes have been made too, the mental particle explosions are now much more controlled and have some nice smaller particles bursting out to augment them (that should be visible in the screenshot), some enemies rotate to point in the direction they’re currently heading and the enemy bullets are easier to see generally due to those tamer explosions and cycle their colours to stand out further. The action doesn’t stop when the player explodes any more, instead the ship goes “boom” and is almost immediately thrown back into the fray with some shielding. Generally speaking, the new feel is a bit more fluid and, despite currently only running on five waves because the old data wasn’t compatible with the new system, already feels pretty nice to play. i might even have a solution to the issue of getting a boss fight working in the Vinculum game mechanic…!

A quiet descended

Saturday, April 11th, 2009

The Bullet Mechanics website has been hideously quiet of late, mostly because there simply hasn’t been much time in my life with other programming projects and commitments (amongst other things) to get any PC code written!

But yes, this post is indeed a sign of life, as is the complete overhaul of the website that saw it converted to WordPress and although nothing has been completed i’ve not been entirely idle in the six or seven months since i last added anything to my old development blog and the plans to produce a larger, more rounded game from Vinculum are still on the “to do” pile despite that being large, totally disorganised and prone to getting mixed up with assorted other bits of tat lying around the place!

Anyway… there’ll be a few days of hiccups as i fix posts that have been imported manually from Blogger, convert the old game pages over from the previous version of the site and so forth so bear with me and welcome to Bullet Mechanics Version 2 – still bringing the fight to your door

(Yes, i’m incredibly proud of that slogan… does it show?)

Wire Fighter released

Tuesday, September 23rd, 2008

Although the Bullet Mechanics website hasn’t been updated to reflect it yet (that’ll happen on Wednesday) yesterday saw the release of the now christened Wire Fighter over on the ShmupDev forums.

The game itself is quite simple to get into, the player has two energy bars for the ship itself and the “laser wire” grappling system (above and below the score respectively); along with the ship, there is also the laser wire’s cursor, when the system is charged, it will lock onto attackers (the usually red cursor will turn green if there is power for it or orange if not) and a swift right click will take control of the enemy and see it tethered to the ship as a support weapon. It is possible to play the game without using the laser wire but it’s difficult and the best scores will be achieved by constantly grappling new support craft.