flickering colours

22May/120

Game Maker Day 5: Great Expectations

So today I made the most progress towards what I will call a finished product thus far in the project. I've actually created the first (and second) rooms that should actually be playable by the time I'm finished! I am trying to decide just what I will say in these project diaries from here on out, because I don't want to reveal everything about my game before people can play it. That said, I'll sketch out a few things I accomplished today.

Firstly, while doing some planning on paper a few days back, a guide-like NPC came into existence. I hadn't planned on including him, but as I wrote more and more of the plan, I thought he would make a good framing device to help the player out, as well as explain a couple aspects of the game scenario. So he exists!

I've also implemented a few dialog/exposition methods. Actually that reminds me. I redesigned the interface around a "small panels floating over the gameworld" metaphor, rather than a large frame within which the gameworld appears as a window. So that worked out pretty well. I had a bit of help on that one, talking to a more experienced Game Maker user, so thanks for that! Ok, so having established a better user interface, I have a couple ways to send text messages to the player, and have implemented a couple of them.

My game now has a 'hub' room, which is where the player will access the four other rooms/areas of challenges. Following that, the very first part of the first temple is in place. I have a final puzzle set out in my mind for that temple, but need a couple other challenges and tasks, so that's what I'll be working on in the next day or two. Oh, did someone say spiders??

Observe the AAA quality artwork in my game!

19May/120

Game Maker Day 4: Interface Woes

Just a quick one today since the only progress to report is a lack of progress. Recording the frustrations and setbacks I go through are, in my opinion, at least as important as recording the successes. I don't know who will read this, or when, but supposing I eventually come up with a complete game (which I'm pretty determined to do!) I don't want to give the impression it was an easy and straight-forward process. Maybe reading through the difficult patches will help my readers (whoever you are!) get through their own tough or frustrating times.

My troubles come in the form of the interface. I'm not sure how I should create an interface for the player in Game Maker. The logic of how Game Maker's design isn't immediately obvious to me at this point. I spent a couple hours drawing up measurements on graph paper and transferring them to Photoshop to create backgrounds. From there I took them into Game Maker, messing around with room sizes and views, but I'm just not happy with the results.

My first design was essentially leading me to create the interface as part of the room, just outside the area where the player can actually walk. That just didn't work right in my mind, and seems like it would be a real problem to replicate in rooms of various sizes. It also just felt wrong!

Following that, I'm questioning exactly what I need in the interface. Since I'm not intending to implement a full-blown inventory system, I don't really need the full 'backpack' sort of grid. I'd like to implement a way to represent what keys the player has picked up, for example, but that's not quite the same as a complete inventory system. So it's basically back to the drawing board today.

13May/122

Becoming a Game Maker: Day 3

As you may have noticed, I don’t get time to work on this project every day. But that’s not a problem for me, I’m just hoping for some consistent, steady work and progress. I am further consolidating my idea as I go, and should probably place some milestone goals at some point, but it’s a bit hard to plan when I know so little about how long certain tasks take.

Today my progress was largely off-screen. That is, I made a lot of notes about the themes of the game, the overall structure and basic fiction that will give us some reason for playing. I won’t reproduce all those notes here, partly because that would be enormously tedious for me, and partly because I don’t want to spoil the little fiction that I am writing for this game before its even playable. Suffice it to say that there is a hub, with four ‘temples’ to explore/solve/complete, and a few new mechanics in each temple.

So, as for mechanical progress, I mainly implemented a torchlight system. I toyed around with a few different options. The first one I tried ended up being what I stuck with—using a huge dark sprite with a gradient-to-transparent circle centred on the player. That gives a great illusion of the player emitting light. I also created floor-mounted torches which will light up when the player touches them. Those I used the draw and blending functions to emit a soft yellow glow.

So, since that’s basically all the mechanical developments, I’m going to export an exe of the game as it stands now, and whoever is reading this can just play around in the room I’ve created. Just for reference: WASD to move one block at a time, left click on skeletons to destroy them, the rest is basically self-explanatory.

Download the game here. 

So I just tested this download link, and Chrome warned me that the file appears malicious. It isn't, really. I haven't created this RPG project as an elaborate ruse to distribute a virus to all my personal friends and blog readers. 

12May/121

Game Maker RPG – Day 2

LOOK OUT, SKELETON!!

Much progress was made today! I am fairly pleased.

I had many more hours to work today, so I got to really get stuck into the Game Maker scripting language, as I had hoped to do. As it turns out, I’m coming up to speed with it pretty fast, so let’s look over at what I did today.

Firstly, I got the health system working. As it turns out, the built-in system seems to be focused mainly on one of your objects. It took me close to an hour to figure out that the variable ‘health’ is a reserved word, and tracks a value from 1-100. I was very annoyed at my skeletons who just wouldn’t die, because their health was 100, and then eventually they all died, because the global health variable was zero. So anyway, skeletons have ‘stam’ now, not health.

Bit of a detour: A corollary to the health system was learning to write text to the screen. That took quite some time too because I, at some point, had made the object responsible for writing invisible, so nothing I tried worked. Obviously. But after sorting that out, I quickly came up with a total health display. Ok, back on the skeletons. I wanted them to be dangerous, so any time the player is standing next to a skelly, they will do some damage at intervals and within a range randomly selected. So if the player just stands next to the immobile skeleton, the player-character’s health runs down. (Come to think of it, I haven’t actually programmed anything to happen with the player’s health reaches zero. Hmmm.)