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fobwashed

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fobwashed

2818

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#1  Edited By fobwashed

What've I been up to?

It's been a little while since my last update so I figured it's high time I post an update on my progress. Since the last video axe update a while back, I've been working on a lot of code related stuff. Specifically, I've been cleaning things up and reorganizing a lot of my classes so that they work better (I keep hearing optimization isn't necessary and especially so with 2D games but I like to keep things as efficient as I can), read cleaner (while I'm the only one working on the code, it's good for me to comment on a lot of what's going on since some code I don't revisit for months at a time), and play nicely with each other. In addition to that, I've started to work in experience.

How I plan on setting up experience

I won't be able to go into detailed specifics about how this system is linked to the story in my game, but it is and it works in the context of the game world I'm creating. The system may seem a little bit complex, but I feel that once everything is running, the details will be handled by the game and the player will only have to keep tabs on a limited number of things. I'll try to explain as best I can and hopefully the idea will get across.

Replaying for a reason

A lot of games have things such as new game + or just the ability to replay levels for the sake of replaying them or to collect trinkets they may have missed on the first play through. I plan on giving the player a real reason to replay levels they've already played with a purpose and to play better rather than just plow through the level. When a player beats a level, they will gain experience for beating that level that they can use to unlock various abilities, items, upgrades etc. The amount of experience they gain on that particular level will be logged. If the player decides that they can do better, and eek out more experience from a given level, they will be able to do so. The catch is that they will only see gains, if they actually play better. The way I plan on doing this is that the player will only gain additional experience for replaying a level, if at the end of the level they have acquired more experience in the current play through than the last one. If the player does gain more experience on the new play through, they will gain the difference between the better play through and the last best play through. This will make sense within the story I have set up for this game. Now, I'll need to explain how there would be a different amount of experience attainable in a repeat play through of the same level.

Experience modifiers

If enemies all gave off a certain amount of experience, and that was final, then every play through where the player kills everything would always end up yielding the same amount of exp. This however will not be the case here. The combat I'm setting up (and finally have implemented the roots of) will take into account the method the player uses to dispatch his/her enemies. There will be a multiplier bar that fills up as the player dishes out damage and every time the bar fills up, the player will have the option of using the entirety of the bar to multiply the amount of experience he/she has accrued in the bank. This bar fills faster if the player uses a larger variety of combat moves as opposed to the same ones over and over again. For example, the first time a player jabs, it may give 10 points. The next time the player jabs this same enemy, it'll only give 5, then 2.5 on the third and so forth. It will also take into account how large a combo the player currently has and a variety of other factors that will make it easier or harder to fill up the multiplier bar. Once the player banks the bar and uses the multiplier on their experience, the bar will reset to zero as will the enemie's record of what types of attacks were placed. It's really hard to describe and hopefully it'll only be a little while longer before I can demonstrate what I'm talking about with a video.

Risk reward

This system I hope, will give the player during combat a constant sensation of risk reward and incentive to play better. During any combat sequence, the player will always need to determine whether to continue trying to build up their multiplier, or if the situation is dangerous, to bank what he/she currently has rather than risk losing it due to taking damage, dying, etc. Of course, the enjoyment of this system will depend entirely on whether or not I can make the combat fun. I hope I can, and I've got a slew of ideas for combat and especially enemy AI to keep it interesting but I won't be able to really dig into the enjoyment of the combat till I've got more assets/moves/enemies and whatnot in place, which all takes time. . .

Replay?

So, in theory, as the player progresses through the game and unlocks new combat abilities and upgraded attacks, they may want to go back and replay some earlier levels to get more experience for more character progression. In the story, this idea that you only gain experience if you do better will be explained in this way.

You only gain actual experience to better yourself if you do something better than your previous best. For example, if you go jogging, and jog the same distance or sometimes less every day, you won't be getting the same improvements as you would if you were increasing the distance. At some point, you would be maintaining rather than increasing your ability to jog. There's a lot of holes to this, but I hope you sort of get the idea I'm trying to get across here -_-;; Also, in game, it should make more sense when backed by the story =P

So anyway, I'm still chugging away at developing my game and I'll continue updating my progress here for anyone that's interested. As always, I'm open to any suggestions, questions, criticisms or thoughts. If you have an idea that may improve what I've got goin, feel free to throw it out there, as long as I can use it for free =P I'll try to have a new vid up with the base mechanics behind the experience system in place so you can see what I'm talking about. I'm sure this reads like garbage =\

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fobwashed

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#2  Edited By fobwashed

@VanNuys: Thanks! I'm def gonna keep blogging here on my progress. I've been keeping the updates to when I've got something visual to show in video form but I've been working out a lot of back end stuff and was considering blogging about that stuff as well.

As far as whether or not I'd choose C# and XNA again if I were to go back and start over knowing what I know now, I'd have to say yes. Though, I have nothing to compare it to since this is the first language I've picked up so you should take what I say with a grain of salt. The only alternative I could think of is maybe programming for iOS devices. When I originally wanted to make a game, that was the decision I was making. Whether to make a "real" game using XNA for PC and the XBLIG, or to make a more casual type of game for iOS touch devices. I'm fairly confident that if I had gone the iOS route, I'd have prolly finished by now, or at least be close to finishing whereas with my current project, it still has a long way to go. While I don't think I've bitten off more than I can chew (since I'm still going at it), it's definitely a lot more work than I originally had anticipated. If I could stick to just the coding, or just the art, I think it'd be a lot easier but literally, they're both taking what feels like equal amounts of time and one is always waiting on the other. I suppose if I were to change anything at all, it might have been to take on something with a smaller scope than what I've got planned now -_-;;

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fobwashed

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#3  Edited By fobwashed

I'm currently mid developing an XNA title myself and my two cents is that I don't really care whether or not the game I'm making will play nice with the new boxy Windows. I'm not sure that I'd want to release it in Microsoft's app store over hopefully releasing on Steam anyway.

Pretty much, everything will still run, it's just not going to be integrated into the super boxy touchy feely format.

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fobwashed

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#4  Edited By fobwashed

Had a poll a little while back.

http://www.giantbomb.com/forums/off-topic/31/do-you-buy-your-games-from-gamestop/511944/

Over 65% of people still buy games from gamestop. I still pick up the occasional game there just out of sheer convenience any my unwillingness to wait for something to come in the mail. I personally don't have any hate towards them or their employees though I have run into individuals that I don't really like but the same can be said about any large chain.

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fobwashed

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#5  Edited By fobwashed

I'm indescribably proud of the Giant Bomb community.

Even just reading the headline to this article, I assumed that there would be a nonstop flow of hating on censorship and regulating apps and the usual replies to anything having to do with a big corporation stepping on the little guy but instead I was confronted with intelligent comments.

I agree with some of the previous commenters that the developer knew that this app would get pulled and generate buzz. If you described this app to anyone, they'd prolly be able to able to guess that it wouldn't be approved and from the descriptions of the gameplay, it seems pretty boring. I understand that being entertained is not the ultimate point of the game, but if I want a life lesson, I'll find it elsewhere. Hell, I could prolly get just as much out of this game watching of a video of it being played as I would playing it myself. As usual, the appStore is Apple's and they can choose what can and cannot appear on their platform at their discretion. As pointed out in the article, if it's in their best interest, they will revoke a ban. If the dev REALLY wants to get this into the hands of iPhone/iPod users for whatever reason, he could always release it on one of those third party app stores for jail broken devices.

Good on you community. *tear*

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fobwashed

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#6  Edited By fobwashed

@mijetman: I think he proved today that his membership had been revoked years ago if not at birth -_-;; Apparently, he swapped it with Shihan Kenneth.

@Masha2932: Not bad. I half expected him to slice off a finger every time he got all caught up resheathing his blade. Impressive but I want someone throwing fruit at him as he goes ninja crazy on em. It's nice to want things.

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fobwashed

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#7  Edited By fobwashed

@Fripplebubby: If I had a sword, I'd be out there right now making a video. Those things are expensive =\

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fobwashed

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#8  Edited By fobwashed

After watching Norm's shameful fruit ninja swording abilities (baseball bat swings?), I went to youtube in hopes of filling the hole in my heart I didn't know I had. There are only 2 videos and both of them pretty awful. How is it in a world where you can find ridiculously specific nonsense on youTube, there aren't more people either irl fruit ninjaing?

Someone, please fill this void.

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fobwashed

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#9  Edited By fobwashed

All my worst experiences have been related to the prefinalrelease stuff. Mainly, losing my save.

Most of the jank I've encountered in this game sort of add to it's appeal. For instance, when I killed a zombie and it fell off the platform we were fighting on only to land on it's legs and have them both explode off the torso. That was pretty fantastic in it's garbagery.

At the moment, I'm still enjoying the game but I wish co-op would work.

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fobwashed

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#10  Edited By fobwashed

@PandaShake said:

@Fobwashed: If I recall right, I think Sony had to launch without rumble because of some lawsuit. After that was done with, then came the dualshock 3.

I think that's what it was but initially they tried to play it off like it wasn't necessary and like it was interfering with the sixaxis controls. Later on they backpedaled, settled with logitech and released the rumble. I think.