Archive for February, 2007
Mod in a Week: Xen Invaders – Day … 7?

This is really annoying… I KNOW I could do it in a week. I’m sure of that… but i’m upset with myself for choosing this last week to start with this project. I hadn’t any time to work on it quiet and pacefully… I was all the time in a rush and I have been late in my job several days because of that. About one thing i’m completely sure. This week you will be playing Xen Invaders. Unfortunately, now it cannot be considered a mod developed in one week, although I have spent less than 12 hours on it this last week. But thanks for all your support and all the comments I have read along all the forums (Specially Garry’s Mod forum and SteamLab website). Tomorrow you will see new progress, today… again… just a few minutes to work on Xen Invaders.

Sorry for dissappointing you! :P

All your base are belong to us! ^^’
Mod in a Week: Xen Invaders – Day 5

No time for this today… I’ll try to make some progress after 1PM, when I will come back from my job. Anyway, as you can see, now it looks more solid and funny.

Important things to do tonight and tomorrow:

- More invaders (At least 24 more)

- Bigger and more visible laser.

- Invaders must shoot to the player’s spaceship.

- More planets, effects in the 3DSkybox and visual stuff.

- Cockpit view! (I really want this one)

- Player should have some lives… 3 is ok?

- Prepare the menu, a background music & picture and the keys…

Uhm… I would like to live in a world with 8 days per week. :P

Greetings to Pat Glynn… nice guy indeed!

Mod in a Week: Xen Invaders – Day 4

Today I have around 5 hours to work in Xen Invaders. After, I have to work (In my real job). Tomorrow morning I have things to do with Final Fantasy XII and my girlfriend and in Sunday I will have no time due to some personal issues… that means today and Saturday morning are the last days to work in Xen Invaders before releasing an Alpha, as I promised. Later I can continue working and improving Xen Invaders, but the challenge was “A mod in a week”. So that’s what I wil try to give you.

Report at 12:39 (Spain):

PROBLEMS:

1 – Env_shake effect only works if the player is in first person view… that means this effect doesn’t work if you are using a point_viewcontrol camera.

SOLUTIONS:

1 – In the “Entity to look at” property I used an invisible func_tracktrain at the botton of the map being followed all the time by the camera and moving randomly in a controlled area. That create a simple “shake” effect.

ANNOYANCES :

- I would like to move those tiny invader’s antennas… but func_door_rotating (The perfect entity for this effect) cannot dissapear and appear again as I want. To kill or not to kill… forget about invader’s animations. :(

PROGRESS:

- Now you can change the camera.

- Brand new Spaceship.

- Lightspeed effect after finishing each level.

- Invaders expodes when killed.

- Ermmm… fourth day… what you expect?

VIDEO:

Mod in a Week: Xen Invaders – Day 3

Bad, very bad… this is my second day off and I haven’t spent enough time today in Xen Invaders. A couple of friends, a Wii with 3 WiiMotes and the recently adquired Bomberman for Turbograft on VC Channel took all my time! Now, again in a rush. In 15 minutes I must be in the cinema to watch a movie with my girlfriend… this is being so hard! Is not about complexity… is about time! I must fight against temptations and lazyness.  Anyway, today I have done some progress… enjoy with it! Tomorrow I’m gonna wake up soon as possible to work on this project.

Mod in a Week: Xen Invaders – Day 2

I must be working in less than 25 minutes… no time for explanations! Enjoy!

Mod in a Week: Xen Invaders – Day 1
I love challenges. I really do, and I think I’m getting rusty because since BlockStorm I haven’t released any other stuff. Of course, releasing a mod is not something simple… it takes some time, but what if the mod doesn’t take a long time? What if it’s a very simple idea easy to be developed? Let’s see what happens with this…In this week, although I have to work, to sleep, to take care of my girlfriend, family and dogs, I’ll try to make a mod, or at least, to try it. Why not? If I fail, that means it’s not a “Mod in a Week”, it could be a “Mod in two weeks”, because I guess all of you would forgive me, or not? ^^

The one that I have chosen is Space Invaders. It’s a very simple idea, funny and a wonderful classic. As you can see, I love classic games (That’s why I have a Wii in my room, VC rulz…) and this could be considered as a tribute to one of the most famous games in videogames history. So, from now 12:00 PM in Spain, let’s begin with this challenge! Tonight I will update this post with some progress.

Me encantan los retos, de verdad que los adoro, y como considero que me estoy oxidando un poco porque desde BlockStorm no he sacado a la luz nada nuevo, ya es hora de ponerse en marcha. Por supuesto, lanzar un mod no es nada fácil… para esto se requiere algo de tiempo, pero ¿y si el mod realmente no lo requiere? ¿Que sucede si es una idea fácil de llevar a cabo? Vamos a ver que pasa con esto…

En esta semana, aunque tenga que trabajar, dormir, cuidar de mi novia, mi familia y mis perros, voy a intentar crear un mod, o al menos, intentarlo. ¿Porqué no? Si no lo consigo, tan solo significaría que no es un “Mod en una semana”… sería un “Mod de dos semanas” y punto. Creo que la gente me perdonaría por ello, ¿o no? ¬¬’

Esta vez he elegido Space Invaders. Es una idea muy simple, divertida y ante todo, un gran clásico. Como podeis ver, soy un apasionado de los clásicos (Por eso tengo una Wii, y lo digo de verdad) y esto puede ser perfectamente considerado como un tributo a uno de los juegos más famosos de la historia de los videojuegos. Así que, desde ahora, 12:00 PM (weno, ya y pico) hora Española, vamos a empezar con el tema. Esta noche os pondré los últimos avances (¡si es que los hay!).

—-

FINAL REPORT at 3:03 (Spain):

Problem:

- For some weird reason, entities created by a env_shooter (to launch rockets, in this case) are not detectables by a trigger_multiple volume.

Solution:

- I replaced the env_shooter entity by a env_entity_maker & point_template which was spawning a brush with a laser shape, moved by a trigger_push volume everytime I pressed the left click, thanks to a game_ui. Now I can shoot and the bullets are detected in the world.

Problem:

- Invaders cannot be func_breakables because those entities cannot respawn again as I want.

Solution:

- I placed a func_brush entity as the invader and a small trigger_multiple which detects physics objects (the bullet) in front of it. When the bullet touch the trigger_multiple, the func_brush dissapears.

Annoyances:

- Func_door_rotating can just turn in one way by output. To make the spaceship turn when is moving left or right I need both directions…

- When a env_shooter spawns an entity “On Fire” it doesn’t give the option to be “Silent”.

- I need some good background space-themed music…

SCREENS:

First attempt for the missile…

Experiments with the enemy and how to destroy them…

New way to shoot… much better but with some problems.

Now I can shoot and destroy!

Yep… this looks much better.

CONCLUSION :

I have nearly finished the 50% of the gameplay… the ship can move in both ways, it can shoot, the bullet can destroy and the destroyed invaders can be respawned again. But lot of things still missing. Right now I think is completely possible to finish this mod before next monday… but who knows if I will find a huge problem before that day? Let’s cross our fingers…

Marbles? Balls? SphereS? Call it “New Mod” yet…

I can easily create a whole CS:S map faster than looking for the name of a game, or a character, or a city, weapon, pet… whatever. I really don’t know how Square can release a new Final Fantasy almost every 2 years. How long they need to think in all those names, places, summons, etc…? Genious… they are fucking genious!Well, as it happened some time ago, I’m still looking for a name for this new mod. You won, guys. Marble Madness Source was a very sad name and SphereS was so… uhmmm, how I could explain that. Yeah, it’s like calling “Fighting Game” to Tekken.

Anyway, let’s talk about this mod as “The new mod about marbles, balls or spheres”. Well, I didn’t want to make a remake of Marble Madness, as I did with BlockStorm and Arkanoid/Breakout. This time I wanted to create something similar, but not equal. Starting by the fact of create easy and completely different storylines for the different challenges. In those pictures and also in the streamed video you can see how a ghost (Acting as the ball) has to explore and avoid all the obstacles in his levels, placed in a haunted castle. I love this story! Every story has a main character, and the main character has a problem which will be solved after finishing his levels. My intention is to present all those situations like cartoons, comic strips or another way.

For the gameplay, the player has to move the ball and also the camera position, because depending on the position, the ball will move in one direction or another. So, the player MUST play with the camera as much as with the ball, otherwise it will be harder to complete the levels. I don’t know yet if the player must collect objects through the levels or if the ball will have special habilities. I need time to think about it…

Those are just the first ideas! Suggestions for the name? This is your chance! (again)