Tag Archives: screenshots

new parallax background

New Background, MODDERS – level editor

Update 0.0.7.X

Version 0.0.7.X is mostly about the world editor, and while this was worked on, I also worked on new development/modding tools that will be presented in the next article!

This update wasn’t big at all, all there is to it is a new background, so feast your eyes!

0.0.7.0~0.0.7.2

 

0.0.7.1

 

What did we add?

PLATFORMS

First of all we added an invisible “grid” system. Basically it uses units of smallest platform possible to place platforms in the world

we added the ability to actually add platforms, which uses the grid to place it ( you will see how the placing isn’t “smooth,” this is done on purpose. This is to make sure platforms aren’t overlapping themselves in a weird way.

What are these coins that stay randomly floating for? This was just part of platform testing, I didn’t feel like taking them off yet simply because the platforms aren’t perfect yet, (but if you follow our twitter you will see what they look like when they are close to perfect… 😛 twitter link)

0.0.7.0~0.0.7.2

 

NPC

0.0.7.0~0.0.7.2

 

Keys:

To place an NPC, you need to press “T” and pick an NPC, then you can put this specific NPC down as many times as you would like, to select platforms, simply place the “space-bar” and place as many as you wish.

New background (Revision 3)

0.0.7.0~0.0.7.2

 

As you can see it moves in layers, which creates a false-3D effect — or Parallax background effect 😀 (this is not yet perfected and will probably not be for a while, yet it works!) This background actually went through more revisions but it would be redundant if we would show you each one, this is the most recent one!

0.0.7.2 Major Update

High-Lighting Selected Object

0.0.7.0~0.0.7.2

 

Platform Tweaks!

Now you can increase the length of a platform! use “D” to enlarge to the right, or “A” to minimize to the left.

0.0.7.0~0.0.7.2

 

Camera Controls

0.0.7.0~0.0.7.2

 

Player Spawn

Now there is an initial player spawn selector. you can place the green block where-ever your would like the player to spawn at! (press “P” to select player spawn and then click anywhere to place it.)

0.0.7.0~0.0.7.2

 

Saving/Loading Maps!

Now when you exit the level editor, the map you created gets saved! then once you launch the game and open press the play button it will immediately load for you the appropriate background to that map and everything inside of the map you saved for you to play-test! (the game will only load level “0” for now)

0.0.7.0~0.0.7.2

 

 

Check out Alpha Testing tab on the top of the website if you are interested in a free copy!

Menus, Experience, levels, skills and more!

HUGE UPDATE 0.0.6.X
What Took us so long?!?!!
well, we didn’t mean it to take so long… but if you follow us on twitter you would know that my PC kidna gave up on me in the past few days so I was focusing on fixing it up while working on an update for the game!

How do we Pick The Version Names?
First thing first, let me clarify on how we pick our version names for the game! It is quite simple, if the update is minor, we choose to remain on the same 0.0.X and just add another number at the end for example `0.0.6` and `0.0.6.1`. The reason for that is because that all of `0.0.6.x` version will share the same folder and same resources. once the resources had changed, or it needs to save a new file (in this case the file is the player data) or if it needs to save a file in a different manner as before (for example if we changed the way keybinding behaved), we are forced to create a new folder for it, at which time we change the 3rd digit of the version (in this case to `0.0.6` from `0.0.5`.) Version `0.0.6` was a special case, it only had 2 very minor updates before it immediately changed and needed a new folder, so I decided to just create the next version as an “extended” version of `0.0.6` called `0.0.6R1` where “R” stands for “revision.” Well, I hope that clarifies it!

0.0.6.X
summary
This is the initial creation of version `0.0.6` and this only had 2 sub-versions, which includes the addition of a job system, addition of a level and experience system, and addition of menus such as skill menu and soon inventory menu!

Menus
By menus we don’t mean main menus and such, we mean menus you can use on the fly as can be seen in the GIF! The menus were programmed to be move-able as you play and they lay on the HUD screen meaning it stays static as you move, so you can leave the skill menu on the right left corner and it will remain there as you move your way through the map!
-Skill Menu

  • The skill menu includes a title saying “skill menu”
  • use-able skill’s name and level
  • button to upgrade the skill’s level
  • skill point counter at the bottom

-Empty Menu

  • this is going to be the inventory menu; updates coming soon!
0.0.6.X Updates

 

Experience/Level System We experimented using different formulas until we found one that we chose to stick to! For now each monster you kill will give you 5XP which is just for testing of course and in the real game each monster will give you different XP depends on their difficulty and level. Once you level up, you get 1 skill point to use which in this case upgrades our teleport ability!

0.0.6.X Updates

 

Skill Menu Revision
This is a minor update to the skill menu that changes the layout as follows:

  • The skill menu includes a title saying “skill menu” (now higher on top)
  • “Class” and the class’s title
  • use-able skill’s name and level
  • button to upgrade the skill’s level
  • skill point counter at the bottom
0.0.6.X Updates

 

For more info, check out our IndieDB page http://www.indiedb.com/games/project-dg
and our twitter and facebook:

Menu Structure

Game Dev Log Update – Project DG 0.0.5.X

Indie Game Dev Log Update – Project DG 0.0.5.X

In version 0.0.5.x of our lwjgl game, we added a bunch of stuff, from stuff you cant see, to some nice skill effects and menu structures!

Game Dev 0.0.5.0 ~ 0.0.5.1

For these versions, we didn’t add much, all we did was change the code around a little bit fixing some mouse and keyboard feedback and adding in the option for keyboard binding! Now you can bind your actions to your keys, which brings up the option for…. menus… and… SKILLZ Binding! Oh… and we also added Screen system which allowed us to add our logo in the intro to the game (even the screen system is made from scratch… I didn’t know about slick2D while creating our screenManager class.. finished it and then found our there was a simple solution… just wow… am I right?) Version 0.0.5.1 was just a tweak for the older keybinding.

Logo Intro

Logo Intro

Game Dev 0.0.5.2

Now this… this is where things started to happen! We added a simple grid which is bunch of lines drawn to present the structure of each 1 unit of platforms, we used it to test the textures and make sure they are drawn correctly. Next up, well this is what I was excited for the most. I added structure for skills, structure for jobs, and structure for character race into the game! Well you can’t see all of that in the game right now as this is not completely implemented but…. you can see a new skill that will belong to one of the classes we expect in the future! The skill is called “teleport” for now, it basically moves the character a set amount of distance to one direction for now (expect it to change very soon!!)

Skill and Grid update

Skill and Grid update

Game Dev 0.0.5.3

This version was the addition of skill effects! I created the skill effect class and added the first skill effect! The “Poof!” Now when the character teleports, a poof effect is shown that disappears after the animation is over! Giving the skill a greater impact on the viewer and makes it much cooler!

Poof Effect Added!

Poof Effect Added!

Game Dev 0.0.5.4

ok… now this.. is where this game becomes innovative! We wanted to give the player the freedom they deserve, even in a 2D space! instead of teleporting a set amount of space in a set direction, the user can choose how far (up to a limit) and in what direction, they want to teleport, giving you 360 degrees of freedom!

0.0.5.4 FREEDOM

0.0.5.4 FREEDOM

Game Dev 0.0.5.5

In this version we started adding the menu structure! this menu (the one in the gif file) is the inventory menu triggered my pressing `i` on the keyboard (this is where the keybinding comes to play btw!) the menus can move once clicked on and dragged, and can be closed by pressing the same button (in this case `i`) again. Next up, we just added a little bit more range to the teleport for testing purposes, in the game itself, there will be levels and you will have to level up your skill *and it wouldn’t be op… we will do our best to balance every skill.*

Menu Structure

Menu Structure

stay tuned for more and follow us on twitter and check out our page on indieDB!

Game Dev Log 0.0.3.2

Game Dev Log – Project DG V. 0.0.3.X

Game Dev Log – Project DG

Summary

We divided version 0.0.3 into 3 parts, as we started out with the first revision, however we kept on tweaking it, but it wasn’t big enough of a change to call it a separate version :P. Ver. 0.0.3.X focused on platforms, collision detection, and camera control! which in my opinion changed the game a lot and made it somewhat “playable.”

0.0.3.0 – Platforms

We had to program the platforms from scratch, meaning planning out their hierarchy and their structure, and in order to make the future easier, we decided to make a class called “world” or “map” in the future which will hold all of the platforms, and each of the platforms will hold objects such as dropped items, enemies, NPCs, and others.

platform-demo

0.0.3.0 Platform demonstration

0.0.3.1

In this version, we tweaked the collision detection between the platforms and the objects, we also added more “dropped items.” The collision detection in 0.0.3.0 were quite buggy, sometimes the character would just slide off the platform before it was even at the edge (if you look closely you will see it at the gif file of 0.0.3.0). So we fixed that issue, we also checked the platform’s ability to hold dropped objects and update them within itself, so basically all of the “floating toilets” you see are objects that are handled within the platform itself! (and yes… its a floating toilet… i was bored 😛 )

0.0.3.1 platforms demonstration

Demonstrating platforms and dropped items project DG 0.0.3.1

0.0.3.2

Wheew…. ok… this… this is a big one 😀
Where do I start..? lol
Well, first, We created the first moving camera! now, the camera basically follows the character  and keeps it in the center, however it will not go underneath the first platform or to the left of the first platform (which is the origin of the coordinate system (0,0)). Next, we added more platforms for the first actual testing area!
there is one problem though, well one very VISIBLE problem lol, since the background is being drawn on the same layer as the game for now, it is moving with the character, exposing the empty green “canvas” behind it… this will be fixed once the background will get it’s own layer though! so nothing to worry about!

Game Dev Log v. 0.0.3.2

0.0.3.2 added camera and more platforms

Biosphere V. 0.0.4

Biosphere V. 0.0.4 – Multi-Touch And On Screen Joystick/D-Pad!

Joystick/D-Pad thingy

the character’s way of movement had passed a many evolutions, it started as simply using the volume up/down to move it (mostly because i was lazy to implement something bigger.. like touch screen…) then it passed to moving in the direction the finger is located relative to the  character itself, and now, finally, there is a “real” way of moving! there is now a D-Pad thing on the left bottom corner for movement, it is not what it is supposed to look like at the end, this is just my artistic skills in action! This is just a simple place holder for what is soon to be the main On-Screen control.

Multi-Touch

Now THIS, is what made everything possible! After implementing touch screen, I had to find a way to make everything compatible with each other, and the main problem was using more than one touch point at a time, and also making sure that it is not being exploit, meaning you cant use 5 fingers to dig down faster, or build structures in a ridiculous speed! So I had to make some rules in the game code, making sure there can be one finger for the On-Screen controls and one finger for the Game itself.

Well, that’s it for now, attached to this article is a picture of how the game looks like right now, I think the new blocks makes it look far better than what it used to!

Art, Characters, and More!

                 I will soon be uploading screenshots of newly added characters and such, as well. Weapons may be showcased too, along with NPCs. Maybe, in the near future, we will also be displaying some screenshots of the new biomes being implemented. Thoughts and criticism are greatly appreciated as always!

-Dom