Game Devigner

Experiments

Strike Eagle – Landing Safely

by Paolo on Mar.16, 2009, under Experiments, Programming

Strike Eagle V 0.8

Strike Eagle V 0.8

This certainly has been a week to test my mettle.  All sorts of crazy things have been trying to prevent me from working on the project.

A score has been created and a landing sequence has been added.  Once the score hits 10,000 points, the plane lands.  I will be changing that to just keep score until time runs out and the plane lands.  Players will be scored on how many planes they are able to shoot down in that amount of time.  Stubs were created for the MochiAds leaderboards and I’ve downloaded the API.  This is going to be close.

Next up is creating enemies for the player to shoot.

Being shot at and creating the danger of losing the game.

Updating the briefing to reflect the design changes and controls I’ve created.

Check it out!

Leave a Comment :, , , more...

Strike Eagle – Taking Flight

by Paolo on Mar.11, 2009, under Experiments, Programming

Strike Eagle v 0.7

Strike Eagle v 0.7

In this version, the take off sequence and initial gameplay has been created.  The arrow keys are the basic flight controls.  Music has also been replaced with original music pieces – so I no longer infringe on poor Mr. Loggin’s music.

Ironically, after listening to “Danger Zone” so many times during development, I started busting out my old J-Rock CDs, including the first CD I ever bought, “Bubblegum Crisis Complete Vocal Collection 1.”

The 3D animation isn’t as smooth as I’d like it to be, but once I start using the smooth option for FreeSpin3D, the performance degrades drastically.  So to keep the game moving at a fast pace, I am forced to keep it on the low quality option for the sake of gameplay.  This is one considerable cut back that I wasn’t anticipating.  Most people would not notice it in the final product.  But here is one first major design compromise that I’ve needed to make.

Also, I used a number of animation cheats during the take-off sequence to draw the audience eye in a certain way to give the illusion of a take off sequence.  Not to mention the cheesy lens flare I threw in for fun and effect.

Next up, I will complete the game with a landing sequence, game end screen, and entry to the Leaderboard submission stub.

That will give me leeway into creating enemies to destroy from the take-off to the landing to score some points!

Check it out!

Leave a Comment :, , , more...

Strike Eagle – A Brief Briefing

by Paolo on Mar.08, 2009, under Experiments, Programming

Strike Eagle v 0.6

Strike Eagle v 0.6

It’s a tad cliche, but it works for a simple “shoot ‘em up” game. The briefing will be made longer at a later date. I’m going to add information about the controls of the game once they are set and have the 3D models display how it works. I’ve also added a bunch of interface sound effects as well.

Next – the actual gameplay. Then I’ll come back and revisit the briefing.

Check it out!

Leave a Comment :, , , more...

Looking for something?

Use the form below to search the site:

Still not finding what you're looking for? Drop a comment on a post or contact us so we can take care of it!

Blogroll