Thursday, March 27, 2014

Psytech - dev 2

So a checklist of things I have finished since dev 1:
- player level, exp, skill points
- skill tree
- skill prerequisites
- using skills
- skill cooldown
- skill effects (buffs)
- skill HUD

I still need to finish up the HUD. The last things I need are a shield bar, current weapon, and some player stuff.

I decided to try LibGDX's particle editor for explosions. It is surprisingly difficult to get a good looking effect going, but once you tweak it just right, it can look pretty damn awesome.



The goal now is to finish the HUD, and make a skill tree menu where you can upgrade your skills via skill points.
Might as well make a title screen while I'm at it.

Also, wow I never posted what I was using. This is a LibGDX desktop game using Box2D, Box2DLights and Tiled maps.

Sunday, March 23, 2014

Psytech - dev 1

I don't really have any more tutorial ideas, so for now, I'm just sticking to making games. My current project is a top-down shooter. It's in very early stages. I've already thought up most of the game mechanics, but have yet to implement them.

The game is called Psytech because apparently people in the future have some kind of psychic abilities, although weak. Psytechs are soldiers with strong psychic abilities amplified by technology.



This is a sort of single player horde mode, where you have to survive a certain number of waves to finish a match. You always start out at level 1, and gain exp by killing enemies. Every level up boosts your stats. You may also earn skill points.

The skills have a tree structure, so you need to plan out which path down the skill tree to take. You can focus on passive abilities to boost weapon damage, or spec for offensive Psykinetic abilities. Weapons and their attachments are also suited to different play styles.

Like I said, every match starts the player at level 1. However, there is also persistent rank. This is the exp you gain after a match. Higher rank means more weapons and attachments. I haven't fully thought this out yet so I'm not sure. This is kinda far into the future.

My next goal is to get the skill system working.

Monday, March 17, 2014

Block Bunny

This is a tutorial game for getting familiar with Box2D basics and LibGDX's Tiled API.



The point of the game is to get the bunny to the end by jumping and switching block colors. You can only run over blocks that are the same color you currently have selected in the top left.
Press Z to jump, and X to change color.
I only put 5 maps in there, but you can make your own. To make maps, you need three tile layers named "red", "green", and "blue" and two object layers named "crystals" and "spikes". Put all your red/green/blocks in the appropriate layer. You can simply place any object in the crystals and spikes layer to add them. The only thing I grab from these objects is their position.

You can watch the tutorial if you want:
https://www.youtube.com/watch?v=85A1w1iD2oA

Game:
https://dl.dropboxusercontent.com/u/59779278/libgdxtutorials/Block%20Bunny/Block%20Bunny%20Game.rar

Source code:
https://dl.dropboxusercontent.com/u/59779278/libgdxtutorials/Block%20Bunny/Block%20Bunny%20Full.rar