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Thread: Super Mega Best Cat Adventures

  1. #61
    Clicker Fusion 2.5
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    JimJam's Avatar
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    Nice! I like the map concept. It keeps the repetitive nature of these kinds of games from getting too stale. You have your action phase, then clear a wave, now time for strategy -- choose a direction! Its a really novel implementation. Best of luck on this project.

  2. #62
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    PBarwick's Avatar
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    Thanks JimJam!

    I hope that exploring the random mazes does bring an extra dimension to the gameplay - I'm looking to add as much variety as possible so that people will want to try again and again!

    I've implemented the random mazes with a simple depth-first algorithm, like this example from Wikipedia:



    https://upload.wikimedia.org/wikiped..._Animation.ogv

    This type of maze creates quite interesting mazes - but carries the risk that there can be very long 'corridors' and if you take a wrong turn there might be a lot of backtracking required.


    Other types of maze algorithms include Prim's algorithm - which produces mazes with much shorter corridors. This means that there are more 'dead ends' within the maze grid - but also means that if you take a path in the wrong direction then you won't have to do so much backtracking.



    https://upload.wikimedia.org/wikiped...30x20_Prim.ogv



    As you can read about on the Wikipedia article, you can tweak the generation routines to create different looking mazes, something I'd definitely like to come back to at some point. Other ideas I've had around this include granting the player the ability to destroy maze walls so that they could cut corners if they wanted - I'm really keen on extending the challenge of the exploration phase of the game to make it more interactive.

    If you are interested, you can read more about the maze algorithms here (P.S. it is totally super interesting): https://en.wikipedia.org/wiki/Maze_generation_algorithm

  3. #63
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    schrodinger's Avatar
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    Indeed, fascinating argument and interesting read
    and really cool idea mixing mazes in the pot,
    very fresh and creative

  4. #64
    Clicker Fusion 2.5 Developer
    PBarwick's Avatar
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    Thanks Schrodinger!

    Bonus update - two in one day! Hooray for 4 hour train journeys!

    I've updated the design of my website homepage once more! It's been a bit of a fluid project, and I've been tweaking it loads as I've been moving forwards. After spending a little time to make and implement Twitter cards for each page (which makes sharing links from the site look great!), I had some perfect images to use as links to each news blog post. The previous design of the site just had every single news post printed in full on the front-page; which whilst super accessible, meant that now that I've got so many posts, made the site load a bit slow, especially with all the psychedeilc GIFs in each one! I've streamlined it and now each has a simple looking link to the other areas. This is the third website I've made now and I'm so pleased with how it's turned out. I'm happy that for now the design is finished.



    Click here to take a look!




    Last but not least - here's a couple teaser images from the HD trailer!





    Click for bigger versions, maybe they'd make good wallpapers if you like weird ****

  5. #65
    Clicker Fusion 2.5 Developer
    PBarwick's Avatar
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    After trying to capture footage at the native resolution of the game (320x200px), and upscaling it to HD, I've come to the unfortunate conclusion that my machine still isn't powerful enough to capture footage in high enough quality.

    I'll be looking into capture boxes over the next couple of weeks, and I'll share what I learn about those here.

    ---

    For the time being, I'm enjoying experimenting with things for the video. It's amazing how working on the same project in a different context is helping me hone the aesthetic.

    Here's a few quick animation experiments from this morning that I might use in one way or another in the new trailer.









  6. #66
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
    happygreenfrog's Avatar
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    I really like the last one of those! The other ones may be more fitting for the game (and when combined with other things I'd imagine they'd look fantastic, really), but the last one, I can't put my finger on what it is, but there's something about it that makes it look REALLY cool, even by itself!

  7. #67
    Clicker Fusion 2.5 Developer
    PBarwick's Avatar
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    Thanks HGF, really nice of you to say so!

    I'm hoping they'll look cool in my trailer when I layer them with other effects, we'll see!

    I've got a few more to share soon

  8. #68
    Clicker Fusion 2.5 Developer
    PBarwick's Avatar
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    Today is a good day! It feels good to make some solid progress after a few days of head scratching over one specific problem.

    I've implemented two new things - and I'm super excited by both!

    The first thing I've done is extend the routines that control the generation of random scenery. You can read about when I first implemented this feature earlier in the thread, or here.

    I've tweaked the load functions, and added a new save function which kicks in automatically to update the positions of everything in each room. This means that I can now permanently modify the states and positions of existing objects, and add objects created as gameplay happens!

    The first example of this is that I've added a little 'scorched-ground' sprite that gets created when the player dies to add weight to the death.


    Player death explosions now leave a permanent scar where you died


    Really excited about this change - for one the immediate feature I've put in is pretty fun, but secondly it's super extendible! This means that I can add/remove things at will as the game is happening, permanently adding, removing, or changing attributes of the scenery in the rooms! It's really simple to add things to this model so I hope to be able to add lots of methods of interactivity!

    This feature was mildly awkward to implement, not helped by the frankly 'difficult-when-your-project-exceeds-a-certain-size' Fusion event editor, and that it was in an area I've not touched for a while. It was one of those amusing (maybe) fixes where you reset everything to how you thought you did it the first time round and then it works for some reason

    The second thing I've added is a little tweak to the maze generation to make the mazes more interesting! I've added some negative space - rooms that have no entrance defined. These rooms make the mazes feel more varied, instead of a maze that covers the entirety of the grid we now have differing patterns!






    The first three mazes I generated after making the change.

    In the images above, note how there's now some rooms that have no doors! I'm interested in potentially making these into secret areas that the player can enter with an as yet undecided ability.

    Another couple of cool things to share include a fun thing that happened the other day; I found a little effect from 2 years ago that I'd completely forgotten about!



    It's weird I've been working on this project for so long that I'd actually forgotten that I made that effect! I wonder what else I've got lurking in the code waiting for me to find..!

    Finally, I added a new text prompt just to announce that the room you are in is complete! It's pretty simple at the moment and I might come back to it later.


    ROOM CLEAR!

    Wow, that's it I think! Often I feel like this project is crawling along, and then sometimes I sit down to write a new blog post not knowing what to write! Today I've been pleasantly surprised by everything I've managed to do in the last couple of weeks. Progress with the new HD video has halted a bit as I've been waiting on getting a new capture device - that's in the post now so I can't wait to get recording next week!

    Thanks for reading if you got this far! I'm looking to talk to other game devs, catch me on Twitter if you're into that kind of thing!

  9. #69
    Clicker Fusion 2.5 (Steam)
    PrestMax's Avatar
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    Awesome Game! I hope you will show us some behind the scenes of it.

    Btw looks hilarious!

  10. #70
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    PBarwick's Avatar
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    Thanks for the nice comments PrestMax! I'm really enjoying writing this development blog about what I'm getting up to, is there anything you (or anyone else!) would like to know more about?

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