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