09-13-2014, 04:30 PM
Well, I know it's been a while since I posted anything on this, but you know how it is, real life and all. Anywhoodles, I've decided not to wait until I have XYG running before I start coding this game. Instead, I'm gonna code the game in C++, and then port the functionality I've made for it into XYG. After all, what better way to design a GDK than by making a game as I go?
So, so far, I've got a sprite class that uses an entire sheet at once instead of each animation on its own strip, which saves me a lot of setup. I've also upgraded the code for SDL2, so now I don't need to port SPrig or NFont to other platforms. I also have a number of rotatable shape classes for collision. My game most likely won't actually need rotation, just standard circles, rectangles, and triangles, but you never know.
As for the game's music, my friend Kevin Pandaheart told me I could use any of his original songs I want. I figure since I'm not actually selling the game, then that's just fine, since I won't have to worry about setting up some kind of payment control thing to make sure he gets a cut (he actually said he didn't need any money, but I feel bad about selling the game and not sharing with him).
I have been considering the inclusion of some items that make references to other games, like slime pouches found in giant hornet hives that you can throw and cover the ground in bouncy slime, sort of like Portal's repulsion gel, and an item called the Pillbug Armor that works like Samus's morph ball, even makes bombs work the same way, mainly because I enjoy how Metroid's bomb jump works. The Pillbug Armor won't be canon if I use it, though; it's just an Easter egg.
That's all I can think of right now. Any feedback on these ideas would be greatly appreciated.
So, so far, I've got a sprite class that uses an entire sheet at once instead of each animation on its own strip, which saves me a lot of setup. I've also upgraded the code for SDL2, so now I don't need to port SPrig or NFont to other platforms. I also have a number of rotatable shape classes for collision. My game most likely won't actually need rotation, just standard circles, rectangles, and triangles, but you never know.
As for the game's music, my friend Kevin Pandaheart told me I could use any of his original songs I want. I figure since I'm not actually selling the game, then that's just fine, since I won't have to worry about setting up some kind of payment control thing to make sure he gets a cut (he actually said he didn't need any money, but I feel bad about selling the game and not sharing with him).
I have been considering the inclusion of some items that make references to other games, like slime pouches found in giant hornet hives that you can throw and cover the ground in bouncy slime, sort of like Portal's repulsion gel, and an item called the Pillbug Armor that works like Samus's morph ball, even makes bombs work the same way, mainly because I enjoy how Metroid's bomb jump works. The Pillbug Armor won't be canon if I use it, though; it's just an Easter egg.
That's all I can think of right now. Any feedback on these ideas would be greatly appreciated.