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MSGhero
Free time is nice time.

Nick @MSGhero

Age 30, Male

Somewhere in the North

Joined on 12/15/10

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Midnight Musings #9

Posted by MSGhero - January 9th, 2014


Back to the grind.  My second monitor has increased my productivity thrice-fold.  And my roommates have decreased my productivity by an unknown and changing amount.


     Juggernaut 2 is in that weird place where I have lots to do but can't do any of it.  While Jordan isn't available, I might start polishing the game, like making npcs move around to liven up the city.  I've been polishing some aspects while bug fixing, so things like status effects look fairly decent already.  Reading gamasutra articles every day helps with almost every aspect of the game, I reccommend doing so.

instagibbed enemy

     It seems like status effects will be a much bigger deal in this game than the previous.  Some games it feels like you can man up while afflicted and basically ignore the status effect, but here you're either hemorrhaging hp, stunned, missing every other attack, or dead.  The status curing items will be much more important to have in stock.  Hopefully you can make it through a map without having to go back or dying a lot.

There could be some padding between the image and text in the editor, just saying.  And I think I broke the editor with my glorious line breaks.  With great style comes great responsibility.


3611941_138932608623_game.png

     It would also be a decent time to work on the other projects I'm immersed in that are more or less active.  For the open-source accidental Concerned Joe clone with temperature, I want being cold to make you hallucinate.  Maybe the lower your temperature gets, the real level starts to disappear and a false level shows itself.  A small addition to my level editor will make that possible.

     I'm a bit limited with the CC0 licensed art, but it should be enough to get something good done.  Since Inverness is actually a castle in Scotland (mentioned in MacBeth), I might make the false level some kind of castle.  Not sure how enemies fit in--how opaque an enemy has to be before it'll actually kill you or if they're always there.


     Fighting game is a bit weird, as I kinda can't do anything until I get all of the art for each character.  The sprites are fairly rough right now, and there will probably be more changes in the future, so hard-coding data for each frame is one of the last things I want to do.  Every small change would mean another hour of me retyping everything.  Having the artist manage the frame data in a way that the game can directly read will probably not happen, so more awkward coding to come there.


     Uni has started.  My schedule is fairly light, except I'm tutoring and doing research, so it's not light at all.  With job interviews (I hope) and actually cooking meals, it'll be much different that previous semesters.  In other words, my stress levels in school will never decrease, no matter how many classes I'm taking.


     I lied about Jugg 2 taking 2-3 months.  We're adding a ton more stuff than I expected (with a few parts I haven't even seen [or heard] yet), and I sometimes rewrite older code to be more easily used later on.  It'll come out sometime this year, don't worry.  Worry a slight bit.

Shut up, I know it's not midnight yet.


Comments

regarding your concerned joe clone, i was just working on this when i cruised through ng to see what was up: http://www.newgrounds.com/dump/item/fb1a61f461a9002677d504822a8eef47

haha, kenney rocks!

The point of this game is to only use license-free stuff (not sure about audio yet). Just so happened kenney released his art around the same time :D

awesome, i'm kind of on the same track, good luck dude!