Coding & Logic & Fantastic Flights

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My list of work this week has been less visual or exciting so I haven’t posted much of it here.

First I created the bits of code that control the character. This is very much a work in progress, but the character can be controlled with the WASD keys, space, and the mouse.

Next I created code that allowed the player to pick up various items and store them in a C# list. I didn’t decide on an inventory for this game, but it’s still very much in the cards.

The third item, which I’m still working on, is the enemy movement.

As you can see in the tweet above, it hasn’t been going smoothly. My current struggle is figuring out how to code it so that the keyper can knock the player back when they collide.

The idea is that the keyper rushes into you, knocks you down, and takes the keys away from you.

Then it will rush around returning the keys to their starting positions.

Another day, Another Model

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Did some more work tonight on the first map base model of Castle Sirymot (the working title). Sirymot is a character in the novel I wrote for NaNoWriMo last November.

In her castle is a maze, not really as complex as the ones that will be in this game but I thought it fit for now.

I used more primitive cubes and blocked out the base maze and the boundaries, which will later consist of cleverly positioned objects and probably just higher hedges and walls.

I downloaded a rabbit and a boot so I could have something to quickly plunk into the map, to be removed and replaced later.

Copying Grid Paper Map to Unity using Primitives

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Toria convinced me to work with primitives at first in order to move progress along and get something functioning before spending too much time on details.

As such, I’ve already created a grid-paper level for my maze game, which I’ve tentatively called Castle Sirymot.

In order to economize on time, I’ve created the hedges out of cube primitives in Unity3D for now. I can make better hedges if time allows.

Well, it looks simple for now and I’m not done yet, but after struggling again with Dell over a terrible laptop they sent me (the Dell Vostro 3459) I have very little mental energy to work today.

Thanks for screwing me over again Dell. Now they won’t even refund me either.

Camp NaNoWriMo

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Last time I did NaNoWriMo properly in November. This time around I’m going to use the Camp NaNoWriMo counter to track the progress of my Maze Game project throughout the month.

I’ve created my profile over at the Camp NaNoWriMo website.

The default is 50k words, so I’m going to count an hour of work as 1666 words (the daily minimum).

We’ll see how this goes. Hopefully keeping metrics on my progress will help me make some. It did with NaNoWriMo last November! 🙂

Maze Game Mechanic

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A smaller update this time. I had my shiny new list that Victoria had helped me create in hand and a bit of time set aside to do some work on my personal projects in the evening. So I used a tiny bit of it to get the first list item out of the way.

What is the Overall Game Mechanic?

Drawing may not be to scale, contain items that will actually be used, or even any good.
Drawing may not be to scale, contain items that will actually be used, or even any good.

The idea is simple, I want to create a game with some simple and increasingly more complex mazes. I want them to contain puzzles of various kinds which act as gatekeepers preventing the player from progressing through the levels.

Another key mechanic that I had tossed around (and actually coded) was the idea of a key thief or a “keyper” as I have named it here. The key thief doesn’t so much steal the keys as it takes them back to where they were originally in the level.

And that’s it! It sounds really simple but I’ve taken a while to make any progress so I feel like writing down a plan will help me with that focus thing.