October Game – Week 2 (more like day++)

Busy busy. I didn’t get to put much time in to the October game this week, but their certainly was progress.

Before:

Map is getting dizzy

and after… some element are mocked up (character and outlining):

Zoomed in to what I assume will be more what the real zoom will be... will try 1 more.

For the full transformation, hit the jump.

Day 3 – Back in the Saddle

After a few days of other work (Smiles for Windows Phone 7), and making un-interactive interactive movies with silly internet tools, I have finally resumed working on my October game.

For the next while I wont be using perspective, even though it looks fancier.

Map is getting dizzy

Map is getting dizzy

What you couldn’t see before was the room size was actually 32×32 (most of that was cut off). I like squares, but in practice, screens aren’t square. So the new room size is now 32×24, or in other words 4:3. That’s sounds like a weird choice given we’re all about HDTV 16:9 these days, but I actually don’t intend to show the entire room at once on screen (except when zoomed). I want some scrolling per room, but not much. I haven’t decided the optimal zoom yet, but it will depend on the target system.

Anyways, though I haven’t done much work yet, I need to head out to the grocery story while there’s still light. More progress to come! (Hopefully!)

Day 4 – A less lame day (11:30 AM)

I said on my day 3 post that I “hope I come back and do more work”… which I didn’t.

I got up early today (9 AM… which should make you wonder when “normal” is), and did some work. I’m ignoring IRC at the moment, so I can make a whole bunch of progress.

It says "Behind" not Eehind... not that you would have thought otherwise

It says 'Behind' not Fehind... not that you would have thought otherwise

Been tweaking the code and rough editing interface to support multiple layers and a transformation matrix. Currently it’s limited to a single room, but neighboring room editing should be soon… hopefully today.

Back to work.

More Control (1:30 PM)

Now only displaying the layer info from the current layer.

You can't tell, but it's spinning and doing cool perspective depthy stuff

You can't tell, but it's spinning and doing cool perspective depthy stuff

As you change layers, the camera zooms in.  In game will work the same.

As you change layers, the camera zooms in. In game will work the same.

Fun fun.

Adjacent Room Drawing and Editing (2:30 PM)

Brown things in the background?  Lets pretend those are some sort of pillar.

Brown things in the background? Lets pretend those are some sort of pillar.

Camera Panning (7:15 PM)

After a 2 hour walk, dinner, and a some bugfixing (some editor alignment bugs), we now have some very basic Camera panning.

Two rooms.  The one with the red tile markers is the one we are editing.

Two rooms. The one with the red tile markers is the one we are editing.

Just about done for the night. A little more minor tweaking, then movie time.

Building maps in all directions (7:40 PM)

I can now build maps in all directions.

That's where the staircase goes.

That's where the staircase goes.

There seems to be a crash bug when I go to far (or at least there was earlier). I’ll tackle that tomorrow.

Overall, a good day.

Day 5 – Very Short

Not much to show today. I’ve been drawing, but I’m not really satisfied with the results.

What did work out was something I wanted to try: building textures and a texture atlas in Adobe Illustrator. I’m still new to Illustrator, but I *LOVE* the “Linked Files” feature (i.e. a reference to other files).

So with a new “generic grass”, I did this mockup testing what auto-outline code would look like (showing in front/collision tiles).

Mockup.  Character shown roughly at size.  Art from the old stuff.  Will have to redo for readability.

Mockup. Character shown roughly at size. Art from the old stuff. Will have to redo.

I also placed some old character art, just to see. As I can see, I’ll need to make it more “super deformed” so not to lose details.

Zoomed

Trying out a mockup with more zoom.

Zoomed in to what I assume will be more what the real zoom will be... will try 1 more.

Zoomed in to more what the real zoom will be.