Monday, December 31, 2007

Happy New Year!

Happy New Year everybody! Hopefully you're all having a good holiday!

It's going to be a busy year...

My projects are still getting closer to complete day-by-day and I think SWORDS might even be out the door this year. My original goal was to have Project: Undead out by Q1-Q2 of '08, but because of SWORDS, that's been pushed back a bit. I don't have an exact idea as to when it'll be out, so I'm going to have to go with the cliche "When it's done" answer for the time being.

You'll get technical details on what's going on as soon as more stuff starts happening around here!

Until then, have a great holiday and don't drink and drive!

Saturday, December 29, 2007

Fotomoto Update

As I said on the forums, all of the fotomoto malware has been removed from my computer. I used the Windows Live OneCare software to remove that along with other trojans that it discovered. I can now return to programming video games and keeping this place updated with good info instead of cool videos!

Stay tuned!

Wednesday, December 12, 2007

The Quad-Guitar Solo

Not as long or as famous as the Double-Guitar Solo, but this is still freakin' incredible!



Michael Angelo Batio Quad Guitar Solo - A funny movie is a click away

Thursday, December 6, 2007

Fotomoto

Ever since Tuesday, my computer has been infected by malicious software called "Fotomoto". I looked into this and my searches tell me a few things that are for sure: Fotomoto is fast spreading, it's a browser modifier, it's adware, and it tries to control processes. While not exactly a fatal piece of software, it's an annoyance and will slow your computer down once infected. It's also extremely hard to remove. So hard that I had to italicize "extremely" just to emphasise my point!

Anyway, take this as a warning from me: DO NOT, UNDER ANY CIRCUMSTANCES, DOWNLOAD ANYTHING CALLED FOTOMOTO OR WIN32FOTOMOTO. IT IS MALWARE!

Friday, November 30, 2007

Oh, Nevermind...

Thanks to forum member Andrew77, the collision problem has been solved. You all can stop hunting for any possible bugs in that algorithm, but feel free to join the forum anyway. Me and Andrew need more people to talk to!

Wednesday, November 28, 2007

Me vs. Collision Detection - Part 2

For the past week or so, I've been struggling with getting collision detection to work properly in SWORDS.

The algorithm I use works like this:

1. Check map for "solid" tiles.

2. Store the solid tiles' coordinates in a structure array.

3. When there's input, check to see if the player sprite will intersect with any solid tiles.

4. If yes, don't move the sprite. If no, move the sprite.

For you programmers out there that might be able to point out any possible errors in the algorithm, leave a comment or drop me a line on the forums.

Sunday, November 25, 2007

Thursday, November 22, 2007

Forums!

The Official Kevlar Games Forum is now live!

You can get there by clicking the link below or by clicking the link on the right (under links).

http://s3.invisionfree.com/Kevlar_Games

Not a whole lot there yet, but hopefully you'll all join up and we can chat in a manner that's a little more sophisticated than the comment pages.

See you there!

Monday, November 19, 2007

Saturday, November 17, 2007

Updates...

I've been just itching for things to say on here about the new game! I might as well start out by telling you all the temporary name of the game: SWORDS.

You might be wondering, "What person in their right mind would call a game SWORDS if it's about tanks?"

It comes from a modern combat weapon that has been dubbed S.W.O.R.D.S., and you can read more about it here: http://en.wikipedia.org/wiki/SWORDS

I also wanted to post a screenshot of the latest build:

http://i138.photobucket.com/albums/q252/XtrmBean2/SWORDSsshot3.png

Most of the graphics will hopefully be totally different in the final version. As of right now, they're all placeholders.

As far as the programming goes, I've been trying to get the collision detection working properly, but it's been giving me a little bit of trouble. No big deal, though. I've gotten past trickier bugs in the past!

So that's about it. More updates to come!

Saturday, November 3, 2007

The New Game

Well, now that KevEngine 2 is totally finished, I'm back to writing actual gameplay code! Because I've changed the game's design a little bit, I feel like I should write something here.

While nothing is totally written in stone, I'm changing the idea of the game being a multi-directional shooter to a vertical shooter. I was playing through Raptor: Call of the Shadows and Demonstar the other day and I decided to have a go at doing another vertical shooter. The game is still centered on the idea of modern tank combat and will still feature multiplayer.

I'll keep you posted!

Thursday, November 1, 2007

Happy Halloween!

Ok, I know it's a day late, but I couldn't post yesterday, since I was setting things up for trick or treaters and I was also helping my uncle clean his basement after his sewage backed up. Eww!

Anyway, hope ya'll had a fun Halloween and didn't get too much toilet paper on your property!

Tuesday, October 23, 2007

Obligatory Plug

Because John Karlgren has been totally awesome over the past year and has even been cool enough to give me the code to Action Cyborg, I'm going to plug his new game once more. Only this time, you can actually play it! All you need to do is send him an email and tell him you'd like to try out his new game. His email address is david@terrorpunksyndicate.org. Or, if you'd rather PM him on GameDev, his username is Kada2k6. He also would like to get some feedback if possible.

Saturday, October 20, 2007

Finally!

Okay, finally I have a tech-demo to show everyone.

Here's the description from FileFront:

This is a tech-demo for my new scrolling engine "KevEngine 2". It's very basic at the moment, since I've only been programming it for a couple months. The map included in the program is very simple since I threw it together really quick so I could upload this ASAP.There's also a few features that I left out due to bugs.

Download it here: http://files.filefront.com/techdemo0zip/;8844157;/fileinfo.html

Friday, October 12, 2007

Sorry, People...

Not only do I have to sacrifice what is the best graphical function I've programmed in the engine (as of this writing), I'm afraid that, despite my promise, I have to push back the release of my tech-demo. A couple bugs popped up suddenly (about an hour ago) that I must fix. They absolutely can't be in this tech demo. I don't know what specific day I'll have them fixed, but I can assure you that it will be soon. I apologize to those of you that were getting ready to download the file today...

Thursday, October 11, 2007

Tech-Demo Sacrifices

Because I want to keep my promise to release a tech-demo by the end of this week, I unfortunately have to sacrifice including the background rotation feature. The bug has proven to be quite a match for one programmer. I even have some work to do on the regular scrolling mode to get it ready for a tech-demo. I think I can do it fairly quickly, so I'll probably have something ready for upload tonight. If not, I'll have something ready by midnight tomorrow! I really hate to have to sacrifice the coolest feature in the engine, but a promise is a promise. Sorry, folks!

Saturday, October 6, 2007

Whoops!

The background rotation function that was finished (or so I thought) needed a little tweaking.

Now, I have a bigger problem on my hands: A catastrophic (maybe an exaggeration) bug that causes it to not pivot properly.

Instead of writing a lot about it here, I'll point you to the thread that I posted on GameDev.Net: http://www.gamedev.net/community/forums/topic.asp?topic_id=467333

And here's the video that I made to demonstrate what's going on: http://www.youtube.com/watch?v=w_SNtwHymnw

Thursday, October 4, 2007

Daily Progress

Done:

- I finally fixed all of the annoying bugs that were in the rendering loop.
- I finished the background rotation function.

W.I.P.:

- Collision detection.
- Getting the first tech demo out the door!

This weekend is going to be somewhat of a mini-crunch mode, since I'm hoping to have a tech-demo ready by next week. So don't be surprised if the next post is a bit longer :)

Monday, October 1, 2007

For Dan

Dan Marshall, developer of Gibbage, just made a video about the effects of video games on the brain. Please do him a favor and Digg this: How to use Video Games to Improve Your Brain!

Good stuff, Dan! Keep 'em coming!

Programming Tip #1

Here's something I just had to learn the hard way: Never open more source files than necessary!

I was sitting here debugging the rendering loop in KevEngine 2 and I realized that I had too many source files open. If you close the files you're not working on, you'll notice how much easier it is to debug and find errors in your code.

Happy coding!

Friday, September 28, 2007

Daily Progress

Done:

- Basic scrolling functions.
- Keyboard input functions.
- Organized variables into structs.
- Improved the rendering loop.

W.I.P.:

- Other scrolling/rotation functions.
- Still improving rendering loop.

Tuesday, September 25, 2007

Gameplay

A few people sent me emails and commented about wanting to know more about the new game's gameplay.

I've taken some time to think this over, and hopefully what I say here is the final plan.

The new game (still untitled) is a a top-down-shooter that takes place during a futuristic war fought with tanks and other combat vehicles. In the single player campaign, the player progresses through each level by completing the objectives they're given. In both online and offline multiplayer, players can choose a variety of unique vehicles to play as. Each vehicle has it's own special set of weapons and abilities. There will be two modes: Deathmatch and Co-Op. The map editor that I plan on making a free download will give people the keys to the "world". A lot of you modders should be able to come up with some pretty cool maps :) To the best of my knowledge, not a lot of indie games give you that freedom.

So there ya go! Hopefully you like my ideas!

Now, back to coding and technical mumbo-jumbo.

Sunday, September 23, 2007

Pre-Alpha Screenshot

I just released a pre-alpha screenshot of my new game here.

If you're not registered at Gibbage, click here.

Saturday, September 22, 2007

Cash-ual Gaming

WARNING: THE FOLLOWING POST CONTAINS A RANT ABOUT CASUAL GAMES. VIEWER DISCRETION IS ADVISED.

I have to let off some steam. I could make this post short and to the point, but I'd rather go into some detail about this.

Let's face it, casual game developers are in it for the money. I was reading a thread on the Indiegamer Forums about a male game developer that wrote a casual game about clothes shopping. A male game developer writing a shopping game? Are you serious? Do you honestly think that he would actually play and/or buy a shopping game? What ever happened to people making games they want to play? Typically, if you can think of a game you would enjoy playing, there's usually a group of gamers out there that also want to play that game. I would rather make a game that I love and reach that small group than make another game that every soccer mom and her daughter likes. I'd rather be happy with the game that I have to spend lots of time developing than be miserable and reach a larger group of people. That's the key to making a truely awesome game. You have to like what you're making, or else the end result will reflect you're attitude towards the game. I have a list of ideas for games and the ones that I like the most get made. Every single game I make is the result of me coming up with an idea that I like. I never have (and never will) take a look at the market and see if people will like it. If they like my ideas, awesome! If not, too bad, the game is getting made anyway. I think game developers should start making what they think is badass and not what will make them the most money.

Unfortunately, they don't. So this post is most likely to be continued...

Friday, September 21, 2007

Good one, Lemmy!

Although I'm not 100% sure, I have a strong feeling that the "Cagey" imposter is actually Lemmy from the indie site Lemmy & Binky. You win! You're the master prankster, now stop!

Wednesday, September 19, 2007

Imposter

Apparently, some dumbass with nothing better to do has decided he wants to imitate me by registering under the name "Cagey Bradley". Honestly, mimicking is the biggest form of flattery, but whoever this is needs to get a life. If you know who this is, please let me know.

Tuesday, September 18, 2007

KevEdit

Last night, I began working on KevEdit, the map editor for KevEngine 2. I actually got a good bit of it done and it's looking pretty good. I'm thinking about distributing a mod version of the editor with every game based on KevEngine 2, so if you gamers have any suggestions, email me: kevlargames[at]hotmail[dot]com.

Monday, September 17, 2007

Daily Progress

Here's what's going on:

Finished:

- Map loading function is totally finished.
- Tilemap renderer is totally finished.

W.I.P.:

- Text functions.
- Player/Input functions.

Something interesting I want to do is keep all of the player and input code separated so that the engine remains flexible for all types of scrolling games. I'm definately going to have something to show soon, just stay patient!

As for work on my actual games, Project: Undead is still on hold. The code is going to be scrapped for my new engine and the graphics are still being worked on. Macabre is still early in development and will most likely stay that way until Project: Undead is finished. I would also like to take this time to mention a side project I've been thinking about ever since I started working on KevEngine 2. It's a futuristic, top-down tank combat game. I don't have a whole lot planned at the moment, but it is definately a serious thought.

Friday, September 7, 2007

A Message to Smithy1185

Smithy1185,

Thanks a bunch for the comment you left on August 17th. It's taken a while for me to actually notice there was comments, mainly due to the fact that I never get comments. I appreciate your support of this blog and my projects. A tech-demo release is getting closer and closer every day and will most likely be ready within the next month or two. Thanks again!

Sincerely,

KG_Brad
Kevlar Games

Thursday, August 30, 2007

Daily Progress

Lately, I've been so immersed in KevEngine 2 that I forgot to keep this updated with my daily progress!

Anyway, here's what's going on:

- Wrote map loading code. It loads text files into a 2D array which can then be parsed as a tilemap.
- Removed the mouse code.
- Wrote a render_player function that draws the player sprite at a given x and y coordinate.
- Wrote a copyright_info function that writes copyright information in the lower left-hand corner.
- Created a colors.h file that stores information about the engine's different colors. So far, it contains black, white, and gray.

Writing the map code was really tricky, since it's fairly low-level and it must work correctly so that nothing gets messed up. It works fine, but if I would tell the program to load the wrong file, it would crash the entire engine and unpredictable things could happen to the loaded file. That being said, I tend to check my code very carefully before compiling and running.

Tuesday, August 21, 2007

I'm Back... Again!

Not really a whole lot to say.

Well, I went parasailing, so that's really cool, but that's pretty much the only exciting news.

I tried not to think about programming this time, since the waves were pretty good and I wanted to body surf.

Wednesday, August 15, 2007

Quake's Legacy

Earlier, I was looking at the Wikipedia article on the Quake Engine. I took a long, hard look at the "Quake Family Tree". You know what I realized? A huge chunk of 3D games on the market have some of the original Quake's source code in it! That also made me wonder if John Carmack and the id Software team knew that this was going to happen. They were always visionaries, but did they ever predict this? Does Carmack even know that he's still working with code he wrote 11 years ago? Even Doom 3, Quake 4, and their new titles are somewhat powered by Quake code. It's just kind of funny how you can write some code and a decade later, you might still be using the same code. Oh well, some more random thoughts from the mind of a hardcore code junkie!

Daily Progress

Work done on my new engine:

- Wrote a somewhat detailed design document.
- Continued work on some simple bitmap code.
- Created two temporary source files that handle mouse control. I'll be removing these when the engine is finished.

You know, if I want this thing to go anywhere, I really need to deathmatch less often. I guess the first step is to realize that DMA (Deathmatch Addiction) is a problem!

Anyway, here's what I want to get done tomorrow (before I go back to VA Beach!):

- Begin work on scrolling code.
- Begin work on map loading code.
- Create some simple graphics for a tech demo.

Hopefully, I'll have a tech demo ready soon. I feel that if I release some of those, I can get people's feedback. That'll make it easier to create a game that everyone, myself included, is happy with!

Monday, August 13, 2007

Status Report

It's that time again! Time for a Kevlar Games status report! This one won't be as long, since I'm working on my new engine.

Engines:

KevEngine 1 - This is the side-scrolling engine that is powering Project: Undead. After I got frustrated with it, I stopped working on it to make way for my next scrolling engine.

KevEngine 2 - This is the multi-direction-scrolling engine that I plan on switching Project: Undead to. I'm not going to talk about it, since I'll be making frequent updates about it anyway.

KevEngine 3D - This is the 3D engine that is powering Macabre. Things are going good for this engine, since I'm keeping it simple and light.

Games:

Project: Undead - Everything is going pretty good for this game. Again, I'm keeping the gameplay simple so that it's a more fun, action packed, blastfest! My next step on this project is to switch it over to my new scrolling engine. That shouldn't be to hard, since the new engine code is very flexible.

Macabre - Still in the early stages of development. Not a whole lot of work has been done lately, since I'm working on making the engine better.

Other Projects:

Action Cyborg - As you already know, this is John Karlgren's game, so I'm not trying to mess with his great formula, I'm just adding new visual features such as particles, blur effects, etc.

John Carmack = Brilliant

This is John Carmack's QuakeCon'07 Keynote:

http://www.quakeunity.com/file=2513

'Nuff said!

Sunday, August 12, 2007

I'm Back!

Man, the past 10 days were great! They went fast, though. I had a great vacation, but before you get out your tiny violins and play me a sad song, I have awesome news! I'm going back to Virginia Beach on Friday! This time for a long weekend instead of a whole week. Then, the next weekend, I'm going camping. Finally, over Labor Day weekend, I'm going to visit some friends in North Carolina!

Down at the beach, I was inspired to program a water rendering function that using nothing but vector graphics and basic shapes! It seems like it might work out pretty well, actually. If you think about it, it should actually render even better than a bitmap. At the same time, it will save you guys more memory and hard drive space :)

I know, I shouldn't have been thinking about that sort of thing on my vacation, but I'm a techie!

Friday, August 3, 2007

Vacation

Starting tomorrow, I won't be updating the blog for about a week because I'm going to...



Virginia Beach! So, have fun not reading my blog and go get some sun!

Thursday, August 2, 2007

The New Game Engine, Part 2

Until the new engine is done, I'm going to record my daily progress here. This should keep me more productive than before...

Okay, today's work:

-Begin work on new engine
-Announce new engine

Not much has been done today, since I'm still doing a lot of research.

Also, I've casually tossed around a few new game ideas with some people. I'm not announcing anything, but one of them that sounds pretty neat is a top-down deathmatch game. Again, don't take this as an official announcement, just a cool concept.

The New Game Engine

This is going to be a quick but important update. Today marks the beginning of my new game engine. Even though work on Project: Undead and Macabre is going well, I'm getting less productive each day. So rather than scrap those games completely and start something new, I'm going to put those projects on hold and write a new scrolling engine that I hope will support any type of scrolling game. If it turns out to be better than my current engine, I'll most likely switch over to the new engine for Project: Undead. I've never been massively productive on Macabre, simply because writing a 3D renderer is hard work and I'm still learning a lot of things about it. I haven't lost interest in those projects, but I need more of an incentive to work on them. It's a shame, mainly because those are my two most ambitious games, but maybe the new engine will give me more of a reason to work on Project: Undead. Another motivator would be to limit the amount of time I deathmatch in a day!

Wednesday, August 1, 2007

Network Code

Currently, I'm learning how to write networking code. It's an interesting subject, actually. I'm learning a whole lot about how sockets and packets work, which may sound boring, but when you hook two computers up over a serial connection and get a program working that can transfer numbers and letters, similar to a chat program, it's breathtaking! When I saw the two computers transfering information, it blew my mind. On my laptop, I monitored the flow of packets while my other PC sent and received them. Everything is working properly, the right amount of packets are being transfered and none are lost. This must have been what it felt like for the guy who invented the Internet! Or maybe I'm just a technogeek. :P

Deathmatch, Part 3

After trying for months, I finally got my friend, Jake, to download ZDaemon, the multiplayer program for Doom.

It's fun having 1-on-1 deathmatches with him. It reminds me of the old-school days of Doom when you had to dial a friends phone number and wait for a little while before you could deathmatch. Then, DWANGO came in and changed all of that! Even then, I prefered the old method, it was easy and free. DWANGO was a monthly service that you had to pay $10 a month for. They finally shut DWANGO down in 1998 when the Internet came along and people found free ways to deathmatch. Actually, if you look into the source code for any Doom multiplayer program, you'll see that it still works mainly through telephone lines.

Anyway, he downloaded it and got completely destroyed in deathmatch. I showed him the ropes, how to do stuff, certain techniques, etc. He's getting better, but I think he needs more training before playing in the big leagues. When he's good enough, we might even start a Doom clan and play as teammates.

John Karlgren's Video

On this blog, he's someone that shouldn't need an introduction. So let's just get to the good stuff.

As you may know, John has been developing a top-down action/RPG. Okay, he prefers to call it a "graphical MUD", that's a better name for it anyway, in my opinion. Well, a few days ago, he released a video of some gameplay. It's looking pretty cool.

Here's the video: http://www.terrorpunksyndicate.org/cyberpunk-rpg/Cyberpunk_Online_RPG_Project_Demonstration_Video.rar

The only thing I'm not crazy about is the character art. It's too bad he doesn't have the artist that worked on Action Cyborg. The textures he made for the buildings and environment are good, but character art is a whole different ball game.

Because his game is still in the early stages, there's always a chance someone will volunteer to do some character art. Other than that, it looks pretty badass!

Thursday, July 26, 2007

Kevlar Games Videos

After getting some good reactions on GameDev's IRC chat, I'm thinking about making a short five to ten minute video once a month that chronicals the development of my projects. I have a few concerns about this, though:

My #1 concern: Documenting the creation of my games might consume valuable time that I could use for actual game development.

#2: People might steal my designs and ideas.

#3: If I create the show, instead of focusing on making a game that I want to play, I might end up making a game that appeals only to other people.

#4: I'm not John Romero. I typically like to stay out of the public eye until I have something good to show to the world.

#5: If the game that I'm working on doesn't totally kick ass, people will flame and rant against me for wasting their time.

If you have any advice or suggestions, please email at: kevlargames at hotmail dot com

Monday, July 23, 2007

Deathmatch Part 2

This post is somewhat of a follow up to my previous post about Doom and Gears of War deathmatching...

Over the weekend, I played many, many, rounds of Doom Deathmatch. In that period of time, I discovered ZDoom's mouse aiming feature! Man, did I ever feel like an idiot when I found out that most Doomers use it! Ever since then, my gameplay experience has been better than ever. I still prefer the old school controls for single-player, but in the fast paced world of Deathmatch, it's almost necessary to use the "W, A, S, D + Mouse" control scheme.

Another great thing I learned over the weekend is that Gears of War is not only going to be ported to Windows Vista, but also Windows XP! That's really good for us that don't want the hassle of being forced by the Evil Empire of Microsoft to upgrade. I'll probably be even better in the PC version of the game, so my buddy Jake better watch his back :)

Tuesday, July 17, 2007

Blast From The Past

Thanks to the good folks at Midway, I can play two of my favorite arcade games, Defender and Robotron, online!

Here's a link: http://www.midway.com/rxpage/ClassicGames.html

For you people who are clueless, those two games are classics from the brilliant mind of Eugene Jarvis, the designer of those games. Those that know me are fully aware that I'm a self proclaimed video game history buff that can give you some background on most famous game designers (except for the Japanese guys. Shigeru is the only one I can think of :) Mr. Jarvis was an employee for Williams Electronics back in the 70's and early 80's. In 1980, he and his partner Larry DeMar programmed and released Defender. After the success of Defender, Jarvis and DeMar used the money to form Vid Kidz, their own independent company. At Vid Kidz, they developed a sequel to Defender called Stargate (1981). They used the money from this success to develop Robotron: 2084 (1982). This was Jarvis's next big success, becoming a smash hit and a classic for decades to come.

No Breakout Game, Sorry

Today, I wanted to take some time from developing games and playing Defender to announce that I will not be developing a game in the breakout genre. The reason is because I already have Project: Undead and Macabre to work on, and I'm certain that another project will burn me out and just delay my other projects. If I ever change my mind, you'll find out about it here. I apologize to any fans of the genre who may have been looking forward to some cool innovations.

Sunday, July 8, 2007

Funny Fat Guy!

This guy cracks me up every time I watch the video:

ADHD

Add to My Profile More Videos

Tuesday, July 3, 2007

Status Report and Project Updates

I haven't updated the blog with actual information about the status of my projects in a while, so here it goes:

First off, my primary focus, Project: Undead, is going along ok. I'm still in the engine phase which is always tough when you start a project. It's somewhat frustrating because I have a bunch of neat ideas for new designs, levels, etc. Nevertheless, it's been going a lot better ever since I rewrote the core functions of my tilemap renderer. I'm still having some trouble parsing the text files that make up the tilemaps, but that shouldn't be a problem for much longer since I've been coming closer and closer to a solution. Scrolling is actually one of the easiest parts of writing a platformer engine, so that's not even a concern right now. Other than that, not a lot of progress has been made towards actual gameplay. Some of my gameplay ideas have already been coded and stored in other project files, which should make developing the game after the engine a whole lot easier.

Secondly, my secondary focus, Macabre, is also moving along nicely. I recently switched from the Irrlicht API to SDL and OpenGL. It was a hard decision to make, but in the end I think it will be a lot better. SDL is a lot better for input, sound, etc. and OpenGL is the best graphics API out there. I'm still not going to say much about Macabre, since it's still at a very early stage and won't be finished for a while.

Thirdly, the Action Cyborg levels have been put on hold, as I've been doing a lot of extra programming for the game while John Karlgren works on his new project. I haven't made much progress with it, since I'm still learning the basics of his engine. I completed my work on the game's cheat codes and now I want to begin working on some special effects like fog, dust, etc. It might take a bit of time to finish this since I've got my own games to work on, but I'm working equally hard on Action Cyborg too!

Lastly, I've been considering making a Breakout/Arkanoid style game. Despite the fact that I've been a Breakout fan since I was 3 or 4 years old, I think that there's a lot of room for innovation in that genre. As a programmer and a designer, I have some ideas that can push that genre forward. Over the past 20 years, that genre has been abandoned with only a few good clones here and there. I think that as an indie developer, I can, for the most part, do whatever I want with a lost genre. If I actually do decide to pursue this project, I'm going to do whatever I can to push the genre forward and hopefully help bring it back.

And that, my friends, is what I've gotten done since the last update. Hopefully everything goes well with all of my projects!

Friday, June 29, 2007

Gears of War!

Yesterday, for the first time ever, I played Gears of War. Now before you throw your rotten vegetables at me, let me say that it was one of the best multiplayer experiences ever. My personal favorite weapon was the shotgun, perfect for headshots and finishing off opponents. The amount of blood and gibs that gun makes is insane! I also like the chainsaw, as it was fun cutting my friend into a million chunks of gore. We were Doom deathmatching on his new 360 and I totally kicked his ass (Me: 20 frags, Him: 2 frags). He told me that he would "own me in Gears." He thought that just because I never played it I couldn't win. Man, was he wrong! I completely destroyed him! I told him that he was in the presence of a deathmatch king, and that he could never beat me in any deathmatch. We never played a second game, I think he was too damn scared!

Monday, June 25, 2007

John Karlgren, You're Awesome!

John Karlgren, the creator of the kickass shooter Action Cyborg, has given me another opportunity to help evolve the already cool game into something even bigger! A few days ago, I sent him an email asking if he needed help with Action Cyborg while he works on his new game. Not only did he reply with a "yes" but he also sent me the source code! It actually started about 6 or 7 months ago when I sent him a PM on GameDev telling him how cool his game was, now I'm sort of a part time developer of the game! Hopefully, he likes what I do with the game. Unless he knows you're extremely interested in his game like me, I wouldn't bother asking him about the source. He told me that he wasn't going to open-source it for a while. Also, please don't ask me about it either. I promised not to give out the source to anybody.

Doom Archaeology

On Sunday, June 17, John Romero, the legendary game designer behind the early id Software games (Commander Keen, Wolfenstein 3D, Doom, and Quake), released all of the early songs from the Doom soundtrack that were never actually used in the final game. Thanks to his love of preserving video game history, the world knows a little bit more about the origins of Doom. Thanks John for keeping the Doom fanatics happy for 14 years!

Here's a link to the songs: http://rome.ro/media/doom_unreleased_music.zip

Tuesday, June 19, 2007

Modding, Scripting, and the Undead Engine

After giving it much thought, I've decided to rewrite the Undead Engine. I have a bunch of new ideas for it, like making it mod friendly, giving it an all new scripting language, and developing a level editor so that I won't have to hard code the levels in an array.

Though I think it's fairly uncommon for indie games to be mod friendly, I think that it's a good way to let the gamers know that I actually do want them to have fun with the game. Not only that, but it will make it easier for me to make and distribute updates and patches. The new scripting language that I mentioned has a BASIC-like syntax and the way it functions isn't much different either. Hopefully, that will make it easier for non-programmers to make mods too. Because BASIC is, without a doubt, the easiest language to learn, I'm confident that even the layman will be able to program a good mod in a matter of days. The new level editor will be similar to the Action Cyborg editor. I originally had plans to make the editor more like Mappy, but I scrapped that idea due to the fact that it's features are too generic and most don't really apply to my game. I also want it to be easy to use for modders and amateur level designers. If I could combine a script editor and a level editor into one SDK, I think that would be the ideal editor for the game. All of those ideas are still works-in-progress, but one thing that I am making a lot of progress towards is my new engine.

After getting extremely frustrated with my old engine and it's ugly, unorganized code, I decided to completely rewrite it from scratch. All of the levels were hard coded into a single header file, making the source bloated and hard to work with. Interactivity was a major issue when the levels were hard coded. It was almost impossible to make something work properly when the whole level is stored in an array. To change or move something, the computer would have to find the tile in the array, remove it, replace it with a different tile, and then redraw the screen. That's can slow the game down to an unplayable speed. The levels are now stored in a separate file and are loaded only when needed. Interactivity is no longer an issue since the level isn't stored in an array, and be customized to my liking.

Okay, so that was it for my daily thoughts on code... I guess it's time to go back to work on the game :)

Sunday, June 17, 2007

Suck It Down, Paris!

After a quick trip to the controversial game developer Running With Scissors's website, I found two kickass comics about little Miss Paris Hilton.

Here they are:
http://www.gopostal.com/chrisholm/

Tuesday, June 12, 2007

Stupid Game Engine!

Here's something that's confusing me: If I have a working fully-3D engine for my "Macabre" project, why the hell can't a get a simple sidescrolling engine working for my platformer game "Project: Undead"?

Let me see what I've got:

Map Rendering - Check!
Sidescrolling - Check!
Keyboard Input - Check!
Collision Detection - Uh oh...

See, for whatever reason, I can't make the player stop when he/she reaches the end of the map. The sprite just keeps on going and going, just like that little freakin Energizer Bunny. Why? Who knows why! Is it a conspiracy that my computer set up just to made me angry? I'm beginning to think that it might be the case :)

And speaking of game engines, the new "id Tech 5", shown at yesterday's WWDC Conference by John Carmack, looks amazing! Good ol' id Software has done it again! Now let's see if they can make a kickass new IP with it. Over the past 17 years, they've only had four IPs: Commander Keen, Wolfenstein, Doom, and Quake.

UPDATE: Here's a link to the WWDC video: http://stream.qtv.apple.com/events/jun/d7625zs/m_99427722_650_ref.mov

Saturday, June 9, 2007

Good Luck, Karlgren!

John Karlgren, the creator of the awesome shooter Action Cyborg, has began work on his latest project, a top-down-RPG. If it's as cool as his other game, we're in for a pretty sweet ride. Though he says he's not a good coder, I think the guy has lot's of talent. If he wasn't so involved in his band, Terror Punk Syndicate, I would suggest that he goes indie and make some cash off of his game. Best of luck from Kevlar Games, John!

Tuesday, June 5, 2007

Mobile Goldmine

So there I was, minding my own business, when a buddy of mine showed me Zuma on his cell phone. I watched him play the game and all of the sudden it hit me: If cell phones are getting good enough to play games like Zuma, why isn't every indie and their mother making a cell phone game. After all, the market is young and open to new innovations. Back in the early 1990's, an artist and a programmer could change gaming history, just ask John and Adrian Carmack! Now, I'm beginning to see the same thing happening with cell phones. Who knows, maybe there's hope for indies after all! Maybe, some day in the near future, an indie will create the next big movement in mobile gaming which, like early PC's, isn't even considered a proper gaming platform. Commander Keen and Wolfenstein 3D changed everybody's opinion on PC gaming. Fellow indies, we need to act now before this gravy train leaves the station!

P.S. Just to clarify, this post wasn't directed towards most indies. Actually, it was directed at the portals and publishers, since they're the ones footing the bill and doing promotion for indie games. There isn't much an indie could do on a cell phone without a portal/publisher...

Friday, June 1, 2007

Action Cyborg Level...

My first Action Cyborg level is finished! Woohoo! IMO, it's damn good for a first try...

Check it out: Download

P.S. There's plenty of secrets to be found in the level, so there's a bit of replay value. Brownie points for whoever can find them!

EDIT: The level has been placed in the new sidebar labeled "Downloads". Have fun!

Thursday, May 31, 2007

Side Project...

I recently found this really awesome game on GameDev.net: Action Cyborg...

After playing it for hours on end, I realized that I was totally addicted. I saw a lot of potential in the game. Unfortunately, however, the game isn't finished. I found out that the creator, Kada2k6, is now looking for level designers. I emailed him about getting the level editor, so he sent it to me...

I'm now working on a level set that I'll be sending to him. Hopefully he'll like the levels enough to put them in the game. Even if he doesn't, I'll upload them for people to play anyway. Woohoo! A project that I can get done within a month or two!

So, for all you developers out there, if you email him (or PM him on GameDev), he'll probably send you the editor. It's an awesome tool that has special features that most tile-based editors don't include. Check it out!

Wednesday, May 30, 2007

Promote Kevlar Games!

Want to help kick-off the Kevlar Games movement? Post the following pic in your forum sigs!


Photo Sharing and Video Hosting at Photobucket

Here's the code:

[url=http://kevgames.blogspot.com][img]http://i138.photobucket.com/albums/q252/XtrmBean2/KevlarGamesLogo.gif[/img][/url]



Monday, May 28, 2007

First Post!

Hey gamers,

Welcome to the official blog of Kevlar Games...

I'm KG_Brad, and I'll be posting here frequently about how things are going with our current projects:

Macabre - A first person shooter that takes elements from horror classics such as The Hills Have Eyes and The Texas Cahinsaw Massacre. 3-D shooters are always unpredictable when in the early stage of development, so don't expect to see Macabre until sometime in 2008.

Project: Undead - A sidescrolling platform game that puts you in a world taken over by zombies and demons... and then makes you destroy them! This is still in the planning stage, but will most likely be finished in Q4 2007.

All of our games are shareware-indie titles, meaning that you can try a portion of the game and decide if you want to pay and unlock the rest of it. It's an old concept that goes back to the early 80's, but it's still a good way to support small developers without having to charge a lot of money. Each of our games will be priced anywhere from $10.00 to $15.00, not a cent more!