Sunday, 24 November 2013
music
Monday, 18 November 2013
The importance and role of state machines
But what is a state machine? Defined by Wikipedia's article:
A finite-state machine (FSM) or finite-state automaton (plural: automata), or simply a state machine, is a mathematical model of computation used to design both computer programs and sequential logic circuits. It is conceived as an abstract machine that can be in one of a finite number of states. The machine is in only one state at a time; the state it is in at any given time is called the current state. It can change from one state to another when initiated by a triggering event or condition; this is called a transition. A particular FSM is defined by a list of its states, and the triggering condition for each transition.In simpler words, a state machine is a conceptual device composed of distinct states and transitions between those states. As an example, consider an ATM: simplified, it has quite a few states:
- logged out
- Nobody is using this ATM
- logged in
- Someone has logged in
- card-check
- Somebody has put in their card
- transaction in place
- The user has requested a transaction
- When logged out, enter card-check upon a user putting in their card
- When in card-check, enter logged-in upon credential confirmation
- Upon appropriate input, enter transaction in place as appropriate
- When logged in, enter logged out upon appropriate input
- logged out
- display advertisements
- logged in
- display possible transactions
- card-check
- display progress bar
- transaction in place
- display progress bar
Our game is now very similar. While every piece of software is a state machine in the end, coherent pieces of software usually have some sort of state the the explicitly keep in some custom data structure. We now have exactly this; our implementation keeps track of many different states of the game (while DFAs are one-state only, equivalent NFAs allow multiple concurrent states), such as which way the player is facing, what power they've selected, what map their on in the world, their current position on the map, etc. By sharing this state object between the interface and the player, we can keep consistency in the design and keep the code clear.
Saturday, 16 November 2013
The Great Refactoring
It's high time for a technical post. I'll have to edit it tomorrow morning to clean it up, though. Two line breaks do not constitute a paragraph.
In fact, this desire for good structure is the cause for this post. The development team has been working hard on rewriting the game engine to be more manageable, more extensible, and frankly more readable. (For those not technically inclined, programmers do need to read code to be able to understand it.) This logical restructuring takes an incredible amount of time, effort, thought, and forethought to be effective, and we have come up with such a system.
We are still fleshing out the implementation and, in the process, refining the architecture of the system to line up with what is technically possible within LibGDX (our core engine). With beta tests a mere week away, we are working around the clock to bring a fun and functional game to the table.
Dealing intuitively with game objects and design patterns (such as Model-View-Controller) and finally collaborating in development via GitHub, development is moving quickly. In four days, we have centralized all game logic and assets, simplified the workflow by which tests are run (to nil in comparison with the previous state), and have created a framework that separates function and responsibility between multiple concepts that interact in simple ways. Over fifty nontrivial commits in, it has been a very productive week.
Monday, 11 November 2013
Wednesday, 6 November 2013
Wednesday, 16 October 2013
powers
1.fire
2.jumping
3.strength
4.light
5.swimming
6.growth
we liked natalie's idea about having a deeper section of the cave that you cant see without light, but we want it to be something to return to which is why we have light later on in the game. we're also working on puzzle design.
Wednesday, 9 October 2013
Wednesday, 2 October 2013
obligatory blog post
Monday, 23 September 2013
some inspirationses
- birds!! (those are my birds)
- music
- travel begins in a village/town -> field -> forest -> mountains/river/lake/cave?
- additional inspiration (webcomic) - time period/technology/etc setting
- use of transparency effects (fading rays of light) to add ambience to a pixelated forest
- flowers/seeds as a form of currency/things to collect? potions? lol
- main exploration done through top-down, but puzzles/specific portions of the game can be from a different perspective to allow for more eye candy.
- is there a save-the-world/presence of evil that needs to be fought, or is this a sword and sorcery adventure of self discovery? (cw prefers the latter, especially given how much time we have to do this.)
- a vague encroaching evil that gradually takes over … ??? corrupted creatures in forest -- become enemies?
This game has a nice pacing/length imo, and also features a (very drastic) change in the same environment based on story progression.http://jayisgames.com/games/small-worlds/ this is a game i really like, it has great music and is super simplistic but still atmospheric. when i was thinking of the musical elements i was sort of envisioning a glowy magic … thing, like the white glowies in this game. and you walk over it and then the world changes.
Monday, 16 September 2013
Wednesday, 11 September 2013
ill try to draw more later today or tomorrow
CW: concept brainstorm 1
I'm ambivalent about the main character design. Nat came up with a really cute androgynous bunny character that I like more than the girl character I drew on this sketch and I'd be happy to go with that. (My character designs tend to be serious/aloof which is probably not a good thing for a main character that needs to be likable.)
The three things on this sketch I do feel strongly about are the 2 user interface ideas, as well as the sprite perspective. I strongly prefer an isometric perspective over purely top-down perspective, largely because I don't want flat looking graphics.
The rectangle sketch on the top left is an idea for a frame that appears on top of the rest of the game screen during cutscenes or puzzle mini-games. This gives the player the feeling of peeking "into" the forest at what's taking place.
The rectangle sketch near the bottom is my idea for the main UI, specifically the bar of music in the bottom left. That is where the music snippets collected throughout the game will be visually represented and serves as a marker for progress through the game. Right of the music bar would be where currently acquired items are displayed. I don't think the game should be overly complicated with a lot of different items - there should be few enough items that they can fit on the bottom of the screen, and each item should have a relevant use. The diamond on the bottom right is just something I think would be useful if the game is intended for smartphones/tablets. On the upper right corner is where you'd have lives or currency, if we decide to include those aspects in the game. (I don't want it to be a game where you can just keep poking around and eventually succeed; there should be some kind of limit that encourages smart(er) decision making and resource management.)