Developers' Diary

Generator

I couldn’t take it any more; I came back to the project to bash away at it by myself. Nine out of ten things I want to do require new art from Jules: I can’t rework the terrain system until I can actually see what the terrain is going to be like, I can’t put together multi-character scenes without some character art to put in them, I can’t start on the boss system without any boss to work with, et cetera.

The best thing I could think of was improving the level creation system. Until today, creating a level required interacting with a pretty unfriendly Perl script that punished us pretty badly for any mistakes. Now, we can just create a human-readable text file with all of the level information we want, and pass it through a script that figures out value-ranges and random values before writing everything to one of our level-files. It’s a much more pleasant experience.

If worse comes to worst, I might color-shift Ana to create an Anti-Ana, just so that I can start working on SLG scenes with multiple characters.

7 responses to 'Generator'.

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  1. 1 Phil
    Posted on March 14th, 2005 at 5:03. About 'Generator'.

    Since your concern is mainly graphics, I would love to offer my help. It would probably be minimal though. Since you’ll need consistency, I can’t do much. I can probably do in-between frames or stuff from keyframe graphics that Jules make… I also do not know Jules method of doing things…

  2. 2 Lawrence
    Posted on March 17th, 2005 at 11:27. About 'Generator'.

    Can’t you just use place-holder art, like stick figures and stuff until real art is done?

  3. 3 fetjuel
    Posted on March 17th, 2005 at 13:40. About 'Generator'.

    That’s what I’ve ended up doing, so far. Anti-Ana is working all right as a second character, and characters are the most complicated types of Guys right now. The other really complicated thing will be bosses, which I can probably fake on my own as well. :D

  4. 4 fuvfuxn
    Posted on March 21st, 2005 at 14:10. About 'Generator'.

    When you do multiple characters, you should break the genre and have FIVE characters at once.

    Such technology in a Gal game! It shall be the game of legend.

  5. 5 fuvfuxn
    Posted on March 21st, 2005 at 14:12. About 'Generator'.

    Oh yeah. If you need some placeholders or anything, feel free to lemme know. I’m no Jules, but I can at least give you some filler.

  6. 6 nano
    Posted on May 2nd, 2005 at 15:07. About 'Generator'.

    I stumbled upon this site and it’s really fascinating. I read that you were using pygame and switched to opengl. what limitations of pygame did you encounter? for a first-time game project , would you say it’s better to go with pygame for its ease of use or with opengl? also, in general how is python working out? are there any performance issues?

  7. 7 fetjuel
    Posted on May 2nd, 2005 at 16:29. About 'Generator'.

    Well, we’re still using Pygame to manage all of the sprites and sounds and controls; we’re just not using its pixel-blitting functions anymore because they are too slow for what we want to put on the screen.

    Pygame is really excellent for game development; if not for it then this project probably wouldn’t exist at all, because I don’t have the patience for dealing with more difficult programming arrangements. Performance is always a concern, but we didn’t run into any serious problems until we had like a hundred guys on the screen at once all calculating tons of stuff.