Monday, December 31, 2007
Happy New Year!
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
Stay tuned!
Wednesday, December 12, 2007
The Quad-Guitar Solo
Michael Angelo Batio Quad Guitar Solo - A funny movie is a click away
Thursday, December 6, 2007
Fotomoto
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...
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!
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...
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!
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
Saturday, October 20, 2007
Finally!
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...
Thursday, October 11, 2007
Tech-Demo Sacrifices
Saturday, October 6, 2007
Whoops!
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
- 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
Good stuff, Dan! Keep 'em coming!
Programming Tip #1
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
- 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
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
Saturday, September 22, 2007
Cash-ual Gaming
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!
Wednesday, September 19, 2007
Imposter
Tuesday, September 18, 2007
KevEdit
Monday, September 17, 2007
Daily Progress
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
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
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!
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
Daily Progress
- 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
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.
Sunday, August 12, 2007
I'm Back!
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
Thursday, August 2, 2007
The New Game Engine, Part 2
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
Wednesday, August 1, 2007
Network Code
Deathmatch, Part 3
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
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
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
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
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
Sunday, July 8, 2007
Tuesday, July 3, 2007
Status Report and Project Updates
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!
Monday, June 25, 2007
John Karlgren, You're Awesome!
Doom Archaeology
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
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!
Here they are:
http://www.gopostal.com/chrisholm/
Tuesday, June 12, 2007
Stupid Game Engine!
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!
Tuesday, June 5, 2007
Mobile Goldmine
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...
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...
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!
Monday, May 28, 2007
First Post!
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!