Roads gone wrong
Posted on 2010-06-20 16:13


There's a nice highway in the middle. And counting this took a minute!

Tags: Procedural generation, World generator


More world generation!
Posted on 2010-06-18 23:07

I added support for different temperatures, which are counted using another ‘heightmap’. It’ll need some serious tweaking, but I quite like the looks already!


A bit confusing!


A bit colder areas!

Tags: Procedural generation, World generator


World generator
Posted on 2010-06-18 14:49

I’ve been goofing around with procedural generation. I thought it’d be cool to create a generator that’d generate a full world map, finished with biotopes, cities and roads/rivers. After banging my head a bit, I finally managed to make the heightmapping create at least somewhat interesting landscapes. Next I shall get to the different environments. These shall be decided by moisture and temperature, along with the height.

(Broken image)
Behold, it's a heightmap!

(Broken image)
First attempt with ugly colours.

(Broken image)
Getting there! I quite like those lagoon-like structures.

(Broken image)
Looks a bit more natural, I guess.


Testing roads a bit. Works great!


This is a fun thing to play with!

Tags: Procedural generation, World generator


Beyond the Black Hole -demo
Posted on 2010-06-18 01:22

AAWWW YEAH! It’s out. And it’s my birthday!

Anyway, here’s my birthday present to anyone who reads this blog! I’ll just copy the description from other places, too lazy to write everything again! So here it comes:

Ok, so this is the demo of Beyond the Black Hole, a puzzle-platformer I’ve been working on for about half a year now with Multimedia Fusion 2. It’s by far my biggest project, and it’ll sure take a year or so still to finish it. This thing is a sequel to FIG, my earlier ‘big’ game, though there are certain big differences, the controlling system being the biggest.

This demo features 6 of the game’s 35 levels, all chosen from the finished 12 and stuffed to one planet. There’s also the tutorial level on top of that. I’ll stop here and let the readme speak a bit:

“In each level, your objective is to collect all the yellow stars (there’s usually only one, and none should be hidden from view) and reach the exit. Reaching the stars and overall solving the levels requires using the main character to carry things around, and the mouse to interact with other things. Most levels require both methods of interaction. In every level, there’s also a hidden blue star, which requires either extra skill or just common curiousness to be found. Collecting all the blue stars also results in a bonus, though not in this demo!

NOTE! You can adjust volume from the settings.txt!

** CONTROLS **

A & D = move left & right
W = jump
Space = pick up / put down
Left mouse button = throw when aiming, interact, confirm
Right mouse button = aim when carrying an item, return to planet menu
ESC = quit level/game
Enter = restart level

** CREDITS **

Full credits shall be in the finished game!

Idea, design, graphics & programming: Arvi Teikari
Musics: Johan Hargne
Main tester: Looki
Support and sound editing: Nicklas Nygren”

There were other people that should be mentioned there, I’ll list them here later.

GET THE GAME AAAAA

Tags: Games, FIG


Creative Powers To The Maximum
Posted on 2010-06-14 22:25

I’ve had a very cool day, finishing up level 12 (it’s now finished!) and working on the other parts of the game, such as the menu, the splash screen (or whatever the screen where I say stuff like “Arvi Teikari Presents” is called) and the credits screen. My idea for the credits screen is rather strange: I’m going to contact as many of the testers and other participants as possible, and then portray them as their creature of choice on the credits island, which’ll play like your average level. Hovering your mouse over the creatures would reveal the name and purpose of the ‘creature’. I also think that I am perhaps able to finish level 13 too before the release of the demo, but we’ll see how long I’ll keep this creative mood.

Tutorial pic:
(Broken image)
The instructions are rather subtle.

Tags: Games, FIG


Getting stuff finished
Posted on 2010-06-14 12:04

Work on BtBH continues steadily. In fact, it’s coming together very nicely! Level 12 will be soon finished, and I’ve also created the tutorial and a credit page. I’ve also fleshed out the main menu, to make it more understandable. The demo shall be out 18th of june, which happens to be my birthday. I’ll have plenty of time to finish things up before that!

Tags: Games, FIG


Beyond the Black Hole and back
Posted on 2010-05-25 22:18

After a long long pause, I started working again on BtBH yesterday, and finished level 11 today. I’m happy with it, happier than I thought I would be when I started to work on it. (I fear that the secret star location is a bit too cruel here, though.)

Anyway, apologies for the pause – I started working on many small projects, but it looks like none of them shall become anything. We’ll see. For now I’ll stick to BtBH.

Super-Special-Awesome-Picture:
(Broken image)

Tags: Games, FIG


Paradise Fort – finished(?)
Posted on 2010-05-15 00:22

So, I got tired of the whole thing and decided to just pop it out. Here you go, description a lá taken from TIGsource:

“I enjoyed the latest Ludum Dare so much that I decided to create a post-compo version of my entry, Paradise Fort. However, during working on it I started to realize how confusing and silly the game was, eventually sucking the motivation out of me. I still wanted to release what I had got, so here it is – far from being finished, but definitely more meaty than the original.

One of the particular things wrong here are the controls, I didn’t bother changing them from the original ones. You can change the mappings, however, through the “settings.txt”.

The game tries to help you with the controls through a silly info text, but be warned that the controls are slightly weird. Also be warned that the enemies start appearing only after you’ve built 2 cannons!”

Yes, just like that. The game isn’t all bad, but somehow I started seeing more and more things wrong and was overwhelmed. My apologies.

Get The Game From This Well Hidden Link

Screenshots can be easily seen in the past posts!

Tags: Games, Ludum Dare, Procedural generation, Small games


Darn those Octopi!
Posted on 2010-05-04 18:04

Ok, I’m close to finish with this, both mentally and physically (computer software is physical because I say so). Just have to balance stuffs and put up a tutorial, and I’m go!

Tags: Games, Procedural generation


Results of the Dare… again.
Posted on 2010-04-27 22:25

Hum, took suspiciously long to write about LD here.

Anyway, Ludum Dare #17 was last week as I mentioned, and I’m really happy with how my entry came out. It’s called Paradise Fort, and it is some sort of weird mix of Minecraft and Tower Defense. Ludum Dares always manage to motivate me mysteriously, so I was able to get almost everything I wanted in. I’m going to expand on the game now that the compo is over, to create a more finished game (much like what happened with Excavatorrr).

Here’s a timelapse of the creation process. The Ludum Dare rules encourage recording the course of the creation, so I thought it’d be a cool thing to look at later on.

The rest of this entry shall be reserved for screenshots, so here’s the download link:
Ludum Dare version
The new version I update with new stuff!

Screeeenshoooots:

You can build your own island fortress!


These are some of the new enemies I plan to add.

And here’s an utterly rad tower made by Six at the Ludum Dare community:
(broken image)
Nice job, man!

Tags: Games, Ludum Dare, Procedural generation

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