I've definately learned plenty from trying to replicate the roll-a-ball game, but what I haven't grasped so far is how two identical scripts implimented in the exact same way don't function similarly. I've copied the script verbatim, applied it identically, and yet the count variable refuses to increase when items are collected. It defies all logic and I'm sure insanity will creep up on me if I think too much about it. I'm probably just going to work from the pre-made finished version because I did nothing wrong here.
Also, for my reskin I was thinking of two possibilities. One is that the ball could be transparent in a way that makes it look like glass or plastic, and inside have a scientist controlling the movement, like it's a role reversal where lab rats have taken over and shrunken their captor down to size and made him do all the maze stuff. Another probably simpler idea is a toy box, where it would basically be a rubber ball that could jump and bounce and avoid other toys and obstacles. I'm not sure what the collectables would be for either idea though, or how I would even go about doing any of this. But one thing at a time I guess.
Tuesday, September 9, 2014
Day 3: Rough Terrain
Well, here I am, behind on my blogs again...
Right, well the terrain excersise was interesting, I really thought that was a cool way to get a basic landscape going. Not to mention the fact that the run and jump variables of the player character were fun to play around with. I kept noticing the trees were rotating by themselves in the denser parts of the forests I was laying down and it weirded me out a bit, I couldn't figure out why they were moving.
I could see myself using this and having fun with it. However, I just opened the file and nothing's there. This isn't the first time I've lost progress on a project I'm sure I saved before closing, this happened with roll-a-ball too. I'm not sure what I'm doing wrong. Maybe I'm just used to PCs and I'm hitting ctrl+S instead of cmnd+S again. Maybe it's something bigger than that. Either way, I'll have to see if it happens again next time when I'm sure to be more careful.
Right, well the terrain excersise was interesting, I really thought that was a cool way to get a basic landscape going. Not to mention the fact that the run and jump variables of the player character were fun to play around with. I kept noticing the trees were rotating by themselves in the denser parts of the forests I was laying down and it weirded me out a bit, I couldn't figure out why they were moving.
I could see myself using this and having fun with it. However, I just opened the file and nothing's there. This isn't the first time I've lost progress on a project I'm sure I saved before closing, this happened with roll-a-ball too. I'm not sure what I'm doing wrong. Maybe I'm just used to PCs and I'm hitting ctrl+S instead of cmnd+S again. Maybe it's something bigger than that. Either way, I'll have to see if it happens again next time when I'm sure to be more careful.
Friday, September 5, 2014
Day 2: The Board Game That Could've been
Last weekend I had gotten a terribly late start on my board game project and ended up not being able to do more than lay the foundations out for what could've been a solid game. The first thing that came into my head for a theme was a zombie survival game, so I went with that. The biggest problem I had was that I was thinking too much about how many variables go into surviving a zombie apocalypse, and doing a search for zombie board games and finding super-complex tabletop setups didn't help the matter. I did end up simplifying it and at least laying the foundations before passing out at 5 am.
Each player controls a group of six people. The objective is to make it through the infected city by rolling the dice and reaching the extraction point. There are several zombie squares along the linear path to the finish, and if landed on, activates a zombie chance roll. Here, you roll a six-sided dice, and each number represents a different zombie event. Calling a coin toss determines whether you win or lose the event. Events are as follows:
1: Single zombie- mild attack that sends you back three spaces if lost.
2: Zombie cluster- stronger attack that can cost a team member if lost.
3: Player flanks zombies- get a surprise attack on a group of zombies and either gain a player or lose nothing.
4: Zombies flank player- get attacked unexpectedly and either lose a player or gain nothing.
5: Zombie swarm- strongest attack that can cost a team two members if lost.
6: Zombie shelter- hide from a massive hoard until it passes and lose a turn.
There are also spaces where the player can collect first aid kits that can prevent a team member from dying if an event is lost, and weapons/item caches like grenades that can cancel out zombie attacks, rifles that allow the player to re-roll, vehicles advance five spaces, and if you're unlucky, a water pistol that does nothing. I wanted to add night vision goggles and some sort of melee weapon like a baseball bat or crowbar or something, but I couldn't think of how they'd uniquely affect the game. They would've come out to six total, so I could use the dice for that too. Though for balance reasons I might want to use cards for the items to make some rarer than others. Obviously I haven't played this game so I don't know what things tip the scales too far and what things don't. And while I'm certainly not patting myself on the back for procrastinating on this project over stress and overthinking, I do think I managed to lay out a solid foundation for a game at least, which is more than what I thought I'd be able to do when I felt like I was dead in the water entirely.
1: Single zombie- mild attack that sends you back three spaces if lost.
2: Zombie cluster- stronger attack that can cost a team member if lost.
3: Player flanks zombies- get a surprise attack on a group of zombies and either gain a player or lose nothing.
4: Zombies flank player- get attacked unexpectedly and either lose a player or gain nothing.
5: Zombie swarm- strongest attack that can cost a team two members if lost.
6: Zombie shelter- hide from a massive hoard until it passes and lose a turn.
There are also spaces where the player can collect first aid kits that can prevent a team member from dying if an event is lost, and weapons/item caches like grenades that can cancel out zombie attacks, rifles that allow the player to re-roll, vehicles advance five spaces, and if you're unlucky, a water pistol that does nothing. I wanted to add night vision goggles and some sort of melee weapon like a baseball bat or crowbar or something, but I couldn't think of how they'd uniquely affect the game. They would've come out to six total, so I could use the dice for that too. Though for balance reasons I might want to use cards for the items to make some rarer than others. Obviously I haven't played this game so I don't know what things tip the scales too far and what things don't. And while I'm certainly not patting myself on the back for procrastinating on this project over stress and overthinking, I do think I managed to lay out a solid foundation for a game at least, which is more than what I thought I'd be able to do when I felt like I was dead in the water entirely.
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