I spent the last week fending off what was left of my cold and sinus problems, but I managed to get some work finished by looking up music for Magma Girl. For those who played Buried Blitz, you may remember the music being good, but not fitting the theme. As I was limited by using only creative commons based songs that were looped, my available library was a little too thin to get the proper action and suspense feel that I originally wanted. Instead I used techno for mixed results. As the available library size has continued to be too limiting, it looks as if I will have to make the music myself. I spent the week getting familiar with the Anvil Studio midi creator. Hopefully, the tracks created will fit the theme better this time around. Hope everyone had a Merry Christmas!
Saturday, December 26, 2009
Saturday, December 19, 2009
Saturday, December 12, 2009
Good news and bad news. The bad news is that the sliding stop function is too buggy for proper use in the game. The good news is that I got the health bar to work right and have it work with a stun mechanic so players do not die by not moving away from the enemy fast enough. Also, the lava is fully functioning for destroying enemies. As of now, enemy AI and whether or not an enemy health bar is reasonable will follow soon. The main issue will be keeping track of all of the on stage objects that will be acting out invisible functions to make the game play in a more smoothly manner. More will be revealed next week.
Saturday, December 5, 2009
Another week of development is finished. I was able to create a sliding stop mechanic for moving that seems to be working well. I'll know more once more features are added. Health is next on the list and it will be followed by a huge amount of enemy tests and room mechanics. Once that is finished, the process of stage creation, items, and boss tests will follow. Sounds like a short list on paper, but that is not including the final bits of art and sound that generally become very time consuming.