User:Ryan Clark/Journal

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Ryan Clark 13:28, 2 Jun 2005 (EDT)

So, we've had a few successful beta tests, but it looks like we're still not quite done with the game! First off, about 2% of respondents were having some kind of sound trouble, so we've moved away from SDL_mixer and have started to use the FMOD library instead. FMOD is definitely a step up! The API itself is very easy to use, and the performance is top notch.

Second, we were told by quite a number of people that the game was too "wordy", and we observed this first hand as people tended to skip the pre-level text screens altogether. So we're working on an in-game tutorial system to replace the current pre-level text. This system will give the user instructions in bite sized chunks (1 or 2 sentences) when they walk over one of the new question mark icons we've added to the levels. These small chunks should seem less daunting, and should therefore have a greater chance of actually being read! Also, since we can place these question marks anywhere on a level, we can give context-specific help.

Last, we're working on a "map" system to give the user a visual representation of their journey through the game. We were often told that it was hard to get a feel for how many levels the game had, when another photo would pop up, etc. Our world map should make these things visually evident.

Unfortunately, these additions will require a few more weeks of work, but we're quite certain that they'll be worth the effort!

Ryan Clark 12:43, 25 Apr 2005 (EDT)

So close to being finished! The GUI is finally done, almost all of the bugs have been squashed, and we've got about 40 levels complete (we need at least 60 more). We'll be doing a small private test this week, and then a larger public beta after that. Then all we'll have left is a bit more level creation and we're done!

Well... we'll still have to set up our website, and our e-commerce system... it just never ends, does it? :)

Ryan Clark 14:49, 28 Mar 2005 (EST)

Some screenshots have been posted on the Grubby Games website. Check them out!

Development is nearing completion. The gameplay has been finished for quite a while, and the level editor is done. We're just finalizing the GUI that holds it all together... then we need to make the actual game levels :) THEN we're ready for public beta ;)

Ryan Clark 13:24, 6 Dec 2004 (EST)

Woo! I got the "enter" and "exit" tubes working yesterday, so the levels are actually playable now. The professor gets unceremoniously "sucked" into the level, and sucked out of it at the end. It looks pretty cool :)

On tap for today: Working on pulleys. After that, the only major game element remaining are the buttons and gates. Then it'll be on to powerups!

Ryan Clark 19:16, 2 Dec 2004 (EST)

Trampolines are going ok... I can see that they're going to cause a number of unforeseen complications, however :( In the game prototype we had "rubber" rather than trampolines. Game elements would bounce off of the rubber, you see, but trampolines behave slighly differently: Elements are partially "absorbed" by the trampoline before bouncing off in the opposite direction. I didn't anticipate that this would make much difference, but it does!

Once again, the lack of a full-game prototype has come back to bite me in the ass!

But enough whining. Press on!

Ryan Clark 19:28, 1 Dec 2004 (EST)

Ever have one of those great coding days, where everything works the first time you try it, and bugs wither and die when your cast your gaze upon them? That's the kind of day it's been for me!

I got magnets working today; both attractive and repulsive magnetism are now operational... the effects are pretty cool. My partner Matt came up with some new background images for the game today too, so things are looking pretty damn slick.

Next up: Trampolines! (Or, as Homer says, "Tramampolines!")

Ryan Clark 15:24, 30 Nov 2004 (EST)

Wouldn't you know it? I go and say "I don't want to have to do any major refactorings" and what happens? I have to do some major refactoring :(

I created a prototype of my game about a year ago, in VB, just to see how it would play. It played well, and was fun, so I began working on the final C++ version of the game, but along the way (of course) I had ideas for new game elements to add. Well, one of them, magnets, has come back to bite me in the ass! Magnets conflict with the pulley-lift element's physics, since magnets allow you to attach strings of objects together. As a result, a pulley lift may have to lift an essentially infinite number of objects, arranged in any orientation... my current physics routines can't handle this :(

So, the moral of today's story: Prototype your games completely before starting production! And if you do need to add more game elements later on, be sure you think them through as thoroughly as possible before going ahead!

I'd better get to work!

Ryan Clark 21:01, 29 Nov 2004 (EST)

Working on my puzzle game today... it's about one-third done, I'd say. The gameplay elements themselves are almost two-thirds done, but of course, the inevitable bugs are popping up fairly often now, and are slowing things down. I haven't run into any showstoppers yet, which makes me happy! *crosses fingers* I don't want to have to do any major refactorings... I don't have any income at the moment, so time is of the essence!