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"Drakojan Skies" – Development Blog

UserPost

11:08
22. November 2011


Mike

Admin

posts 65

Post edited 23:15 – 1. January 2012 by Mike


Be up-to-date on the upcoming 2012 game's development process.

Notes:

Lines marked in blue will take longer to complete

Lines with a grey font mark completed tasks

 


 
 Phase 1. Research & Design Concepts

.. Design game-play concepts

.. Develop/write story and character dialogue

.. Akeshi character designs & concepts

.. Rebuild game engine from scratch

.. Environment & mechanical designs

 

Phase 2. Development

.. Create stage environments

.. Create CG models and 2D sprite sheets (characters, enemies, bosses, effects, etc)

.. Implement artwork into engine

.. Finish all game-play aspects

.. Add audio: sound effects, music

.. Add shop system

.. Add story-/arcade-mode specific features and events

.. Make comic-like cutscenes for story-mode

 

Phase 3. Testing & Release

.. Game-play balancing

.. Assign play testers

.. Release trailers & screenshots

.. Final bug fixing

.. Release

~Mike (Adregalus Creator, Site Admin)

Adregalus.net Feedback: Contact FormE-Mail

23:07
25. November 2011


Mike

Admin

posts 65

I've just completed programming over 20 simple-to-edit templates of enemy unit flight patterns.

In previous Drakojan Skies games I did not have the knowledge to program them, so instead I animated the enemies' flight paths by hand. By using code to move the enemy units on the stage, not only will it improve the game's performance, but I'm now able to create enemy flight patterns never before seen in a DS game. For example:

.. Some enemies may fly randomly through-out the stage.

.. Others may chose to change their position, depending on where the player is located, and use a different form of attack.

.. Heavily damaged enemies may chose to do a "kamikaze" run, and try to crash into the player.

 

This reaches a whole new level of enemy artificial intelligence in the DS game series, making each play-through unique, unlike most retro 16 bit shooters of the past, in which all enemy flight patterns were mostly predictable.

~Mike (Adregalus Creator, Site Admin)

Adregalus.net Feedback: Contact FormE-Mail

09:18
26. November 2011


dolsson94

Sweden

Member

posts 6

wow nice i think u just make a good game even better :)

11:39
29. November 2011


Mike

Admin

posts 65

Story: This is not only the Nachenyu tribe’s faction logo, but also represents the revered and legendary Nachenyu chieftain “Arganyu”, a blue-furred, silver armored guardian, who saved the tribe from almost certain destruction, far back in ancient times.

Warriors who receive this pendant are rewarded the title of “Arganyu”, as a symbol of their astonishing contributions to secure the safety and prosperity of the Nachenyu people. This item plays a key element in the DS story.

~Mike (Adregalus Creator, Site Admin)

Adregalus.net Feedback: Contact FormE-Mail

20:33
3. December 2011


Mike

Admin

posts 65

Post edited 20:40 – 3. December 2011 by Mike


Two updates today:

 

1.) The old DS games had a really odd player-weapon-fire system, in which there was a little delay while firing bullets, and it never really felt right. Sometimes while tapping the fire button quickly, the player wouldn't shoot. It was required to hold down said button in order to fire a bullet.

 

Now, the player's weapon system has been rewritten from scratch and already it is a huge improvement over the past games. The player can either hold down the fire button and shoot bullets rapidly, or the player can quickly "button mash" the shoot button for an even faster rate of fire (depending on how quick your finger is).

Regardless, it is now guaranteed for whenever the shoot button is tapped, a bullet will be fired. The new shooting system finally feels right. Just like the old arcade games! :D

Also, instead of just "disappearing" after hitting an enemy, a small "spark" or "ricochet" effect is played, where the bullet had made contact with the enemy. This allows for some really cool visual effects (firing a machine gun, and bullets go ricocheting all over the place when slamming into a boss, for example – or blood/oil squirts when shooting at creatures/machines).

 

2.) Remember in the old games, some enemy bullets would move incredibly slow, whenever the player was really close to the enemy which fired them? Not anymore. All generic bullets have their own unique speed.

 

I'm starting to discover just how messy the old game engines were. This new engine blows all the older ones out the water. :D

~Mike (Adregalus Creator, Site Admin)

Adregalus.net Feedback: Contact FormE-Mail

15:20
5. December 2011


Mike

Admin

posts 65

Post edited 15:24 – 5. December 2011 by Mike


1.) The Primary, Secondary, and Special Weapons Systems are done

The player no longer has unlimited Secondary ammo. Ammo for both secondary and special weapons can be purchased in a shop or collected during the stage. The player can switch between secondary weapons at any time during play.

 

2.) "Surface" Effects are done

Same as in previous games. Whenever the player flies close to the ground or over water, a cloud of dust/mist will be generated behind the player.

 

3.) Enemies can now “Block“

Some enemies can block player bullets, for a more tactical game-play approach. Imagine a boss character using a shield, or certain enemies which can only be damaged when facing away from the player.

 

4.) Enemies may “Crash” into objects

An improved system from DS:Acolytes. While this system is still being experimented on, it is planned to have some enemies fall from the skies, and destroy/damage other enemies when they crash into them. Imagine Domino stones falling one after another.

 

There have been some huge technical improvements over the past games. While the average DS player may not notice them, the game is starting to play better than ever before.

 

Overall the entire game engine is about 85% finished. The game is now considered to be playable. Pretty soon I can start working on the character and FX sprites.

 

Currently the file size is only 20kb!!! In the past, the engine test files were around 150-300kb due to the heavy use of animations. Now almost everything is done via code.

~Mike (Adregalus Creator, Site Admin)

Adregalus.net Feedback: Contact FormE-Mail

11:57
8. December 2011


Mike

Admin

posts 65

Post edited 12:03 – 8. December 2011 by Mike


The game’s core engine is done! All what’s missing now are the graphics.

Here’s how an engine looks like with temporary place-holder graphics, consisting of nothing but crude geometric shapes:

~Mike (Adregalus Creator, Site Admin)

Adregalus.net Feedback: Contact FormE-Mail

13:03
12. December 2011


Mike

Admin

posts 65

Post edited 23:21 – 1. January 2012 by Mike


Phase 1 is complete, and now we're at the stage of development in which all the graphics are being made, and added into the game.

Expect this thread to go silent for the next couple of months, since the process of designing and animating graphical elements is a very time consuming task.

~Mike (Adregalus Creator, Site Admin)

Adregalus.net Feedback: Contact FormE-Mail

15:12
5. February 2012


Mike

Admin

posts 65

Post edited 18:33 – 5. February 2012 by Mike


The nature of the "Drakojan Skies" game has changed since the last post. Click here for more info.

~Mike (Adregalus Creator, Site Admin)

Adregalus.net Feedback: Contact FormE-Mail


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