Thursday, 23 May 2013

Inventory updates

Bag inventory

chest inventory

player inventory

Had to rewrite how the objects are displayed on tiles. Previous system had my head spinning in circles. Tiles can now have objects. Each object can have an 'n' item spaces.
Objects on the ground can be opened or closed by pressing 'e' button or simply moving away from the object tile. Inventory items all share a common InventoryItem objects so they can be moved from back and forth.

I can finally start to write fun stuff. Like item data structures and play with item properties.
Also the working name of this project is now Infinite Dungeons. This is not the final name of the game as I'm still thinking how to name it.

Monday, 20 May 2013

Lights, Text and Inventory

Light test

Text Panel test

Inventory test


- Implementing text using SDL, SDL_TTF and OpenGL is incredibly annoying. All those blending and alpha channel surfaces are a pain to set up right. And text panel needs more work. Text must be blended to the back surface and another image of the speaker must be on the left. But it can wait.

Friday, 17 May 2013

tests




testing different resolutions


testing rdg


testing gui overlay render


testing object overlay render



- Large tile environments. 4M tiles.
- Sprite animation. - Every sprite can hold different # of bitmaps.
- Collision detection.
- Object detection.
- Seamless tile transition.





Tuesday, 9 October 2012

Onyx

The Unbit project is currently on haitus until I get this out of my head.
More info to follow.

Wednesday, 3 October 2012

Crunch time over.

Done with the work stuff. The software is now in closed beta nearing release with only 2 updates before release so I can relax a little.

The development of unbit will soon continue.

Thursday, 22 March 2012

Crunch time

I won't have time to work on the game this week because I have to restructure the API i wrote at work. Including the app that uses the API.

But I have an excellent desktop background I will upload when I get home.

Friday, 16 March 2012

About the gameplay design and the evolution of the Unbit

The concept

I had a lot of thought put into this. About a year ago I came up with a concept of self replicating blocks. Each seeder block would replicate itself to the available positions in the grid and mark it self inactive while marking the replicating block active. The active block would the continue to do the same. Bit of recursion there.


This is a proof of concept I did back then. Green are inactive, purple are free and red are active blocks.
I call active blocks seeders.



I knew wanted to create a top down shooter where player would fight seeders and eventually beat the level. But at that time I had no idea what the gameplay design would look like.

The Blocker Project

I decided I would create a top-down-shooter multiplayer arena type of game where players would work in teams to eliminate the other team. Weapons/armor would be random spawned across the map and there would be a LARGE variate of weapons and power ups. Player wouldn't just pick up a weapon or a powerup and use it but it would go in thir inventory and they would use it for limited amount of time when they press a keybind for that weapon/powerup. The seeder mechanics at this time was pushed as a 2nd level quirk. There would be a seeder bomb (rarely spawned as a weapon) that you could use.
I figured since I'm a C++ network programmer in my daily job design/programming of the support protocol would come easy. It did. No worries there.

Not long after, I realized that there's a similar game from an indie company that followed my line of thought exactly. And it looked awesome. Can't remember the name but I will edit this article when I find out.
So I ditched that gameplay design alltogether.

Few months after that (the game was on haitus) I was talking to my friend one evening explaining the seeder mechanics and showing him the playable 0.1.5 version when he told me: "You know, this reminds me of the BitTorrent seeders and it seems to me you are fighting them".
I was WTF- struck. And immediately the idea of Unbit started to take shape in my mind.


The Unbit

Finding the similarities of the torrent seeders and my own contraption I figured I will make a game about one single bit. Part of the larger group of bits but where all other bits would showed (push away/bully (not a native english speaker)) him a side and said: "Let the real bits do their job. Don't interfere!" Hence comes the Unbit. Fighting inside of computer as part of the antivirus program against the corruption of the system. Levels would be designed as a part of the system (hard-drive, memory, net-card...) and you would have to defeat the virus in the end. It will still be a top-down shooter but this time it's single player and with story elements.


The Plot

I can't reveal much about the plot yet but this is some basics.
You are the Unbit, unaccepted, you are not even a Bit in other Bit's minds. But as faith wants, you are the one that saves the CPU. You will fight against the self replicating entity known as anacrx.028 and the lady's name is Arrianne. Your name is a name of the game. I won't tell it until the first youtube trailer.