Skip to main content

Robo-Ninja Puppets

So now on Robo-Ninja I have the fun little diversion of figuring out how to do the scripted sequences for the beginning and ending stories. It will consist of little more than a handful of characters (Robo-Ninja, Prof. Treeblot, and Dr ?, maybe a robot guard) moving around and having word bubbles over their heads.

But I need a nice way of scripting it.

So that's what I'm currently working on, which is fun because it's a different sort of thing. I decided to not go all out and embed a lua interpreter in my game, but I AM making a super-simple script language that I'll run for each character.

I've extended my GameCharacter class (which handles drawing characters, animated them, detecting collisions with other characters) to create a new class that follows a script. Now I just need to actually implement the script system (and parser!)

I haven't finished planning it out fully yet, but I'm envisioning something like:

2.5   moveto 132,234
1.5   say    This is text that he will say!
1.5   wait
2.5   moveto 132,234
Where the first number is the amount of time to spend doing the action, the next token (separated by whitespace) is the action to take (I'm not sure I need much more than those 3 actions, unless I need some way to specify additional animation frames that a character should do (ie facial expressions?)). The moveto command should be smart enough to move at the right speed to take the amount of time specified on the left. And be smart enough to make sure the character is facing the right direction, showing the "walk" animation, etc.

Now I just need to sit back and think about whether I'm missing anything important. (And I'm still trying to decide if instead of a "wait" command I should include absolute start times on each command. That would be more complicated for me if I had to rearrange and re-time everything, but it might be easier for keeping multiple character's script information in sync. I'll still have to think on that.)

In other news, I got my Atari enemy display kernel working with 2 enemies right now. (No wall collision detection yet though). I'll see if I can get that 3rd enemy working, then try to tackle the collision detection.


Comments

Popular posts from this blog

Retrospex 32 Review

RetrospexInternational recently sent me a couple units of their new handheld device, the Retrospex 32, a new dedicated GameboyAdvance emulator handheld.  To make the unit playable out of the box, they pre-loaded a handful of homebrew games, including Anguna, which is why they were kind enough to send me 2 of the units to play with.  I was pretty excited to get my hands on the device and try it (I loved my old GBA micro with a good flash cart!), and see Anguna running on it. So here's my thoughts after playing with it.



Their website lists the Retrospex 32 for £59.99, which is around $100 USD. It seems like it's marketed toward people into retro-gaming (which makes sense for a dedicated GBA emulator device). At that price, with that target market, and such a limited set of functionality (why not make it a multi-machine emulator, and emulate all the old consoles?), it would hopefully do a really good job of it.

The short version of my review: it doesn't. It has one job (emula…

Making the game fun

The real trick for Spacey McRacey (as I'm calling it now) is going to be making it fun.  And that's what I'm rather unsure about at this point.

I have a game design that basically works. The technical issues are mostly sorted out, I just need to get a few more implemented before I can seriously play test it.

But fun? It's hard to know if it's actually going to be any fun to play.  With a 4-player party-style game, it's seems like it might be hard to hit that fine line where everyone is close and competing, where everything feels exciting and tense, as opposed to tedious and boring.  And despite envisioning my game as fun, it might just be boring to play.

Some of that comes down to tweaking it. Tweaking the speeds, difficulties, etc, will make a difference. (If it's too easy to shoot people from behind, then it will be nearly impossible to hold a lead for very long, which could ruin it and make it no fun. If it's too hard to kill the guy in front, it wil…

Killer Queen

So at PRGE, I played an arcade game that just left me amazed.  Killer Queen.

It's a 10-player game. You have 2 cabinets linked together, and 5 players huddled on each one. Each one is a team of 5 people, working together to play a simple one-screen 2d platformer.  But what made it work was the high quality game design.

First, the game is relatively simple, yet there is a lot going on at once.  One player plays the queen, the most important and powerful character on the team. The others start as workers, but can become warriors who can fly around and attack in a very joust-like flappy contest of height.  The real trick is that there are three completely different ways to win: either collect a bunch of berries and bring them back to your base, or ride a REALLY SLOW snail across the screen (while other people try to kill you, and you hope your team protects you), or kill the enemy queen 3 times.  There's some other things going on as well (using berries to upgrade, capturing upgr…