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Sunder Logic: July 2013
http://sandhandle.blogspot.com/2013_07_01_archive.html
Sunday, July 28, 2013. Each different color on the wireframe is on a different layer. This makes it easier to simulate movement when you're animating the sprite. I'm using GraphicsGale, which is awesome for spriting, combined with my tablet to try to get the best animation I can with the fewest frames I can manage. But that's all I have to report, so for me it is back to work. Friday, July 5, 2013. Monday, July 1, 2013. I've got my Ouya! This should be fun! Subscribe to: Posts (Atom).
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Sunder Logic: America Day Update
http://sandhandle.blogspot.com/2014/07/america-day-updatebac.html
Saturday, July 5, 2014. I haven't been doing much actual work other than the usual sketching out ideas and writing more in the FAQ. Backing into a pit is generally a bad idea. I think another neat and useful thing to add would be a kind of riposte mechanic. This could be used in combination with the dodge technique to out-maneuver multiple enemies, or to keep the heat on a boss enemy for example. That's it for now, I think I'll help myself to another slice of apple pie. Subscribe to: Post Comments (Atom).
sandhandle.blogspot.com
Sunder Logic: May 2013
http://sandhandle.blogspot.com/2013_05_01_archive.html
Monday, May 13, 2013. On that note, I forgot how time-consuming spriting was. The beauty of the current system lies in its ability to be easily added to and change in the future. Right now there is one type of basic wall object. It has a health bar and can be destroyed. It would be easy to create a door from this object, or a bridge, or any number of static, destructible environmental object. Monday, May 6, 2013. In particular, I've found that the Behavioral Pattern. Subscribe to: Posts (Atom).
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Sunder Logic: April 2013
http://sandhandle.blogspot.com/2013_04_01_archive.html
Thursday, April 25, 2013. The back-end of the controls needs to be flexible enough to allow for various control schemes for objects that are movable (control by AI, control by the player through the physical controller, and allow the possibility of lack of control completely). I came up with a schema I believe will work the best for my purposes. The basic rules of this implementation go something like this:. A Controller should have no knowledge of what kind of Puppet it is manipulating (abstraction).
sandhandle.blogspot.com
Sunder Logic: October 2013
http://sandhandle.blogspot.com/2013_10_01_archive.html
Wednesday, October 2, 2013. Shifting gears to content creation, I am working in a top-down fashion. I know what I want the game to be about, so now I need to work through the process of detailing what bosses the player will encounter, what new abilities she will gain, and how progress will be measured. The bosses will be formed by understanding how they work, which leads us to. As much as I enjoy coming up with specific weapons to use, and as much as this game is based on games that granted the player ve...
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Sunder Logic: September 2013
http://sandhandle.blogspot.com/2013_09_01_archive.html
Monday, September 2, 2013. The little green reticules indicate what you can pick up. I think it would be really cool to be able to blow limbs off of enemies, then use those limbs against them while they're still trying to kill you, so maybe if you have an enemy with seemingly impenetrable armor, you can take it's blade arm off and deal damage that way. Subscribe to: Posts (Atom). Im back to content creation. I have added some ne. View my complete profile. Simple template. Powered by Blogger.
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Sunder Logic: Updates - 2nd Winter
http://sandhandle.blogspot.com/2014/02/updates-2nd-winter.html
Friday, February 21, 2014. Updates - 2nd Winter. The cold is taking a break from tormenting us warm-blooded Texans. The sun is out, the birds are chirping. It is time for another update! Onto the dev updates! Velocity, which is useful as one of Dio's techniques with the pillar is to rotate it at tremendous velocity, creating a death-vortex (which can be thrown while still spinning! Subscribe to: Post Comments (Atom). Updates - 2nd Winter. View my complete profile. Simple template. Powered by Blogger.
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Sunder Logic: Updates
http://sandhandle.blogspot.com/2014/06/updates.html
Tuesday, June 24, 2014. The game is not over. Subscribe to: Post Comments (Atom). View my complete profile. Simple template. Powered by Blogger.
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Sunder Logic: June 2013
http://sandhandle.blogspot.com/2013_06_01_archive.html
Wednesday, June 19, 2013. In other news, it's getting pretty close to the release date of the Ouya! I've already preordered mine so I should get it sometime in the next week or two, I'm super excited to finally be able to play my game on the platform it's actually meant to be on and see what will need to be tweaked to accommodate the controllers (I've been deving on my PC using a PS3 controller in XBox 360 controller emulation). Something something, will keep working. Must get first level done!
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Sunder Logic
http://sandhandle.blogspot.com/2014/07/tonight-i-mainly-worked-on-bug-that-was.html
Sunday, July 6, 2014. Other than this, I have just been playing around with color-coding DIO's actions, to signify the specific boss from which the ability was gained. This has the pleasing bonus of giving the game a little more color, as each ability will light DIO up with a different color and have special effects specific to the ability. Anyway, now that this little hiccup has been dealt with, I can again focus on crafting the starting abilities. Subscribe to: Post Comments (Atom).