Archive for October, 2009

game concept: unlimited

The idea for this game came from playing fighting games, DMC and generally being annoyed that the enemies die before you can string a long and awesome combo. While I have not thought of a story for the game, the main game mechanic is to drop all limitations that fighting/beat-em up games put in to prevent infinite combos. In fact, the main point of the game is to make infinite combos. Though not necessarily boring two hit cycles. Due to skill limitations, its prolly gonna be a 2D side-scroller.

The game has two modes planned (for now at least), story mode and endless mode. The former is self-explanatory, the second one is basically survival mode. Waves of enemies will simply keep on coming until you can’t keep up and die. Both modes have two sub-modes depending on how the enemies’ HP is handled, normal and inifinity. In normal mode, the enemies HP will drain normally and will not regenerate. In infinity mode, if an enemy is not killed off and left untouched for a certain amount of time, its’ HP will reset back to full. Furthermore, enemies will only start taking damage when the player uses infinity breaker moves (more on that later). Finally there’s the difficulty settings, easy, medium, hard, extreme, and impossible. The last three difficulties are unlockable same with endless mode, and infinity sub-mode.

Since the game plays like a fighting game, there are different characters to play, with different movesets. Not all characters are playable at the start, they have to unlocked. Not all moves are available from the start too. The player can purchase them using experience points (gained through killing monsters, combos, and missions), or through the discovery system. The latter allows the player to learn new moves by executing the move. Of course, its up to the player to discover what the keystrokes are or when such moves can be used. Discovering a move grants exp. Another difference between bought moves and discovered ones are their starting level. In the game, moves have level associated with them that determines how much damage they deal, energy they consume, their range etc. Bought moves start at level one, while discovered ones start at level zero, usually consuming too much energy for very little damage. Moves have their own exp gauge. The moves’ exp increases every time it is used, but the player can also use his experience points to push the gauge forward. Finally all buyable moves can be discovered, but not all discoverable moves are buyable.

The games’ engery system is similar to Melty Bloods’ and Dynasty Warriors’ renbu system. Each successful attack increases the characters’ energy gauge, until it reaches a maximum. The player can then activate unlimited mode. In this mode, all moves cost no energy but the the energy gauge drains at a fixed rate. Each successful hit against an enemy still restores the gauge though. Finally if the player has the skill, and move, he can enter unlimited infinity mode where the energy gauge is fixed at maximum. The player can still be knocked back into his normal mode via enemy infinity-breaker moves, receiving a considerable amount of damage in a short amount of time, or simply being killed. When in unlimited and unlimited infinity mode, the characters moves are more effective. There are also some moves that can only be used in those modes. Finally, each move the character can do costs energy, but also earns energy if it is successfully used on an enemy. As the level of the move increases, the less energy it will cost, until, for some, it will eventually be free.

To help the player make infinite combos, all moves in the game can be canceled at any time. It costs a considerable amount of energy though (unless you’re in unlimited mode). There are also “off the ground” moves that allows the player to continue combos even if their opponent has already fallen. There will be no “invulnerability frames” or times where the enemy is untouchable because its in the middle of an animation. This applies to the player character too however. In its place will be a stability stat. The way stability works is that the target can sustain a certain number of hits (they will receive damage, and it will count for the combo) before their move is canceled and they can be juggled. Stability varies from enemy to enemy, character to character, the move they are executing, and where the attack is coming from. Finally, while the game advocates long endless combos, it only reward long and interesting combos. Similar to DMC, the game will employ a style meter of sorts that rewards more exp to stylish combos. While the player is allowed to do a two hit infinite combo, diminishing rewards for repeated moves will considerably lower his gained exp.

The players character also levels up, has stats and skills. Some of the stats automatically go up each level, but the player is also given a few points, depending on how well they are playing, to tweak their character. Characters gain exp from killing enemies, combos and missions. Note that the level of the character has no significance in the game save for giving the player an estimate of how strong their character is. Missions have no level requirements, and unlockables are dependent on doing things (ex: clearing a mission, using a certain skill a certain number of times etc) instead of simply reaching a level.

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distilled hydrogronized conglomerates

so i was walking to work from the MRT station. it so happens i pass by this cluster of restaurants. from one of its doors comes out a hot chick. nice long hair, flawless skin, good proportions and a plentiful bosom. my eyes were stuck on the latter (she was wearing a tank top b^^d) for a bit since the girl was checking her bag. when she lifted her head up, i quickly averted my eyes so as not to seem such a pervert. anyway, my eyes came to rest on the most appropriate and hilarious of things, the sign of one of the restaurants. Racks.

concatenated psuedo-random gibberish

its been a while since my last decent post, well mostly due to being depressed that was lifted by getting employment and small reunion with a friend.

last oct. 13, ecoy, nissie and me met with an old friend of ours mark. he had been living in Australia for over 10 years know and its only his second time back here. we mark during our elementary days so its been a while. anyway, we went to mall of asia, and he treated us to lunch at tokyo cafe. after that we went ice skating. it was my first time, but thankfully i only fell once. it was hard and awkward at first, but by the time we left i could manage to go a few meters without having to hold onto something. there were also a lot of eyecandy at the skating rink ;)

after that we went go carting at boom na boom, which i have to say was awesome. the track was wet tho as it just rained so it was easy spin out. worse speeding through the puddles got us completely drenched. regardless it was fun as hell. especially the few times i managed to get the cart to drift hahaha. we’re definitely going to go carting again XD

we ended the day talking about old times, work, future plans over some coffee. on the ride home we discussed religion, then romance and the art of getting a girlfriend as mark was still single and needed some advice. i found it funny in the end tho that i had a lot of advice even tho i myself am painfully single ^^u

the day after that was the first day of my training. id like to discuss the details here, but since this LJ is public i wont ahahah. not that ive signed an NDA yet, but its better this way. the first week of training was on a 10am-7pm sched, i was transfered to the 6am-3pm shift after the first week tho. my days off will be wednesdays and thursday starting next week. its alright since i hate the commute on normal days anyway.

despite all the good news i have some dire news tho. having work now means i have very little free time for myself and projects. this of course means less output. so the flash games will be delayed indefinitely same with avatars and other art. then theres Borderlands coming out in a few days that’s sure to eat up my free time.

as for games and anime, currently playing Fallout 3, and Atlantica Online while im still going through the first season of Code Geass.

anyway, thats all for now. laterz

chlorinated asphalt hubcaps

finally found a job! well actually im still a trainee, but im gonna give it my all. its a GM/CM position at NDOORS Interactive Inc Philippines. pretty sweet as its quite relevant to my interests ^^d

theres supposed to be a long post here detailing yesterday’s adventures with some friends, but i’ll write it during the weekend as im too tired and i need to sleep soon.

anyway, thats all for now. laterz

nothing new

Unfortunately I still haven’t done anything related to blog customization. Haven’t read up on CSS and PHP, haven’t thought of a layout, basically I haven’t done anything. Same goes for content. I still haven’t touched flash since migrating to AS 3.0. There are still images waiting to be turned into sprays, and game concepts to be written down. All the plans are still plans. I blame laziness and games distracting me ^^u Although I think it’s really more I’m afraid that my work is crap. Anyway, I’ll try to put more stuff up by the end of the month though.

laterz

more on 2d movement

After reading up on geometry, and going through previous test projects I realized using the trigonometric functions weren’t bad after all. Though complex, they serve a different purpose. However, for basic linear movement, its overkill. A simple algorithm based on the equation of a line is all that is needed.

The slope intercept form of the equation for a line is y = mx + b. Where m is the slope, and b is the constant. In more practical terms, m is the ratio between x and y, while b is the offset from the x and y axis. The slope is important in smoothing the movement of an object, as it defines how many units y the object moves per unit x (or vice versa). In my tests, omitting the slope restricted the diagonal movement of the animated objects to 45 degree angles, followed by vertical or horizontal movement once the x or y is equal to the target’s x or y.

In code, using the slope would look like this. Note that this doesn’t take into consideration the position of the target relative to the object.

if (dx>dy) { //dx and dy is the distance between the object
slopeY = dy/dx; //and the target
slopeX = 1;
}
else {
slopeX = dx/dy;
slopeY = 1;
}
this.x += speed*slopeX;
this.y += speed*slopeY;

In the above code, speed is an arbitrary value set by the programmer. Furthermore, this value is the x or y component of the movement, and not the magnitude of the movement vector. In more simpler terms, it is movement along the axis, not along the line. For example, if you have an object moving at ten pixels per second at 45 degrees, its speed along the x and y would be 7.07. The latter value is calculated using the trigonometric functions I mentioned in the previous post.

The role of trigonometry is to calculate for the unknowns that will be used in the movement loop. Two primary examples are the speeds along the x and y, and the coordinates of dynamically generated targets. The latter is used if you want to spawn an object a certain distance away from a point, or simply if need a coordinate but you only have a distance and an angle.

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two things starting with a D

a DS Lite and Dawn of War 2.

bought both yesterday after going to an interview.

*is now a happy wolf lover*

deltacore biometric discrepancy

another pointless update.

still looking for work. had three interviews last month. one for game developer, another for MMORPG GM, and the usual flash developer. the first two made me realize new things, namely my coding is shit, and my people skills are crap. im in the very depressed phase again, so i dont give a shit at the moment.

played and finished crysis, assassins creed and fable: the lost chapters, since my last lengthy post. now im working on DMC4, which graphics-wise is awesome, but the game mechanic is a bit more complex than the last. i feel sorry for my fingers and carpal tunnel T.T game still fucking rocks tho. after DMC, theres tachyon: the fringe, a space combat sim, and itano circus, a mod for freelancer that makes the game like macross.

as for anime, after strike witches i watched the second season of Suzumiya Haruhi no Yuutsu. didnt enjoy it as much. the reason prolly is that i already read the light novels so i already had an idea of what was going to happen. tsuruya is still lovely to watch tho ^_^ going to start Spice and Wolf 2 tonight. after that, Code Geass. hopefully the subs for SZS 3 will be finished by then.

finally i still havent gotten round to coming up with a layout and even content for thought.dump();. well actually some idea for what i can write there. its hard to be creative when all i feel is gloom and doom.

anyway, thats all for now. laterz