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Monday, September 07, 2009

Remember that Daisy game idea?

Well, i started turning it into a reality shortly after Zach's Bday.


I picked up Multimedia fusion 2 (I heard it was used to create Noitu Love 2, which is awesome) and started to tinker with it. To my surprise, the "coding" is similar to the warcraft 3 world editor, in the sense that it's event based so it's not too hard to pick up.

The standard functions in MMF2 are however slightly flawed. For example:
  • collisions would b calculated to the pixel, and so depended on the sprite instead of a collision box,
  • inappropriate sprite could cause a bug where when u landed, the stance sprite was a few pixels higher from the ground, setting u back to the falling animation, back and forth.
I looked around and for a good tutorial "game" called the static engine, which uses invisible sensors to detect collisions. the engine is quite good and all the basics were there, so i started implementing Daisy into that engine, and in the process learning more from it. because i want the game to feel like a game from the Mario series, i had to add quite a few sensors and features.

At this point, i have all of Daisy's basic movements all perfectly done and tested. 1 action is still missing sprites and additional code for the animation (pushing), but everything else basic i could think of is done.

Now I'm at a point where i need to plan the game to know what to do next. What i mean is, i got the character moving and such, but what should she b able to do in the game? what puzzles or obstacles am i gonna have in the game that will make her require abilities to get through them? along with that, what kind of level design should i have?

I'm just kinda stuck. I wish i had help on this, it's annoying always doing everything alone.

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