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Gruedorf Post 2021-10-24
- Built a Breakout clone
- Built a platformer in the style of old DOS games
I built a clone of Breakout. You can play it online.
This one actually has a win condition! If you beat three levels you are done! I feel like this game is a little more even in terms of difficulty than Tank Attack but honestly I've never been especially good at Breakout so what do I know?
In terms of features, it's pretty standard barebones Breakout. Each brick is worth 100 points and takes one hit to break; you get a new life at certain score thresholds, etc.
I actually finished this one earlier in the week, and decided to just get started on the next. So uh...
Zombies, Bullets, and Platforms
I also built a platformer! You can play it online, too.
It features a hero wearing a bright magenta shirt, so I think we can all agree it is an instant classic. This one also has a win condition -- it's got four levels, and if you beat all four, you win! If you feel like it has no particular theming to hang the narrative together, you are correct. Thanks for noticing.
Feature-wise, it's got your standard jumping and shooting, limited health and ammo, and collectible score/money. There are five different enemy types, all with different behaviour. There's an overworld map for level selection, including gating different areas of the map behind completing a particular level. Dying in a level just shunts you back to the overworld map (and resets your ammo and money to what it was before you entered).
I had a bunch of ideas for other things to add, and I'll probably come back to it some day, but I felt like I'd reached the right point to stop with this one.
Thoughts, Feelings, and Lessons Learned
As hoped, making these small games is both helping me understand how I like to build stuff in Godot, and also giving me small drips of dopamine, so that's nice. I'm coming to realize that, while after trying a bunch of different engines, Godot ended up being the one I hate the least, I've still been fighting it and trying to stick with building things how I want to instead of what is easy and natural with the engine. I'm also finding out that I may actually be faster with Godot now than I ever was with Verge, if I actually co-operate with the engine.
I wanted to collect some notes and thoughts about the things I learned this week. Mostly, I'm writing them down to solidify them in my own head, but you never know, maybe this will help other people out too. Almost all of these come from building the platformer because I didn't bother to write any notes down while building the Breakout game because I was kind of operating in a fugue state.
AnimationTrees Will Break Your Heart
I use AnimationTrees for some of the animation handling in the game, and that may be a complete mistake -- multiple times, Godot went behind my back and messed up some of my entity scenes in a way that I needed to dig into the .tscn files directly to figure out what was what. It was like, the first time you added an instance of a given enemy to a level, it would be fine, but the second one would freak out in weird and unpredictable ways, and cause the first to glitch as well?
In any case, I eventually figured out that it was because (for some reason), the enemy scene was being saved with a relative path for some of its animation stuff which went to its parent and back in --
../Zombie/Sprite:framefor instance, when just
Sprite:framewould be correct. This meant it seemed to work as long as it retained its name of Zombie, but since Godot cannot have siblings with the same name, the second Zombie would get named
Zombie2and it would break, both because the second one wouldn't animate correctly and it would be trying to animate the first as well.
To fix this bug I ended up manually modifying the .tscn files. Thankfully, Godot's PackedScene file format is dead simple.
A generic physics engine is great for getting going quickly, but it can be kind of a pain, even when it's specifically got special handling for games like Godot's. I'm not sure it's more of a pain than writing it all myself, but it does mean you have to sneak around behind its back sometimes. I lost a couple of hours of development time to trying to get my moving platforms to stop being pushed around by the player and bullets.
Think About Testing
Even if it's a pain, it's worth putting a little extra time into making it so you can run a level scene directly (instead of using F5 to run, you use F6). If you have autoloads that set things up, this will be a little annoying, but ultimately it will be worth it -- especially in a game like this where levels are quite discrete and some levels act as "gates" to the others.
Tool scripts in Godot are when you mark a script (with the
toolkeyword) as running in the editor as well as in the game. Since Godot's IDE is actually written in Godot itself, this means you can do whatever you want within the editor, with the full runtime engine available -- including the current scene tree and the editor UI.
They're something I've dabbled in a little with Godot, but not as much as I'd like. They seem incredibly powerful for custom ad hoc stuff. In this case I added a couple of small things like making sure (some of) the enemies would face in the right direction to make it easier to see how they would interact with the player, and drawing a bounding box in the level based on where its camera bounds were set up. I need to try to do more with them!
- Cheat codes: you're going to want them for testing. Maybe I left them in my games when I shipped them?
- Consider using separate tilesets for your foreground and background tilemaps. Maybe then I'd stop drawing them into the wrong frigging layers.
- Draw all your sprites facing the same direction instead of picking a random one each time, maybe?
That's it for this week! I'm not sure exactly what I'll tackle next, but I've been adding ideas to a list whenever I think of another game I'd like to remake or a problem I'd like to tackle or a style I'd like to try, and it's getting pretty long already!
I probably WON'T try to do two games next week. I was having a lot of fun (... most of the time) working on the games this week, but I don't want to burn myself out even further -- if I only get one done next week (or if I take two weeks to build the next one!) I'm not going to be too hard on myself.
Gruedorf Post 2021-10-17
- Spent several weeks in a useless funk
- Roughed in the final map (of the game, not the final one to rough in)
- Rebuilt an old one-hour compo game
I've been pretty burned out on just about everything lately. It hasn't been fun, and it's been even less productive, so I haven't really had anything to say on here for a while. I can't really say it's "over" either, but I'm hoping that I'm starting to see the end of it -- or at least maybe I can find a way to be productive anyway. I know that sounds like I'm just a workaholic, but truth is that this stuff is what I do to feel good about things. If I'm not working on some creative project for too long, things get dark, so I'm trying to avoid going and further down that road.
Sorry! I know that's vague and depressing, so I'm hoping I can talk about more positive things now!
I actually did manage, last weekend, to do some more rough map drafting. I drew out the final area of the game, the peak of Black Mountain itself. Those of you who played the original Journey to Black Mountain might remember this as the place where Kiel finally meets the Phoenix! I don't really want to completely spoil things at this point, but that is still true in this version of the game, but the specifics of it are very different.
I'll need to review notes and such to be sure, but I think I have one more required dungeon area to draw out, a number of interiors for the abandoned town area of Black Mountain, and then a handful of miscellaneous things to finish or fix up for various maps, and then I can actually build out the beginning-to-end maps for the draft version game. After that will be starting to fill in the story and actual stuff in the maps.
A couple months ago I talked about how things were wearing me down, and how I was working on SimpleQuest 2 as a way to deal with some of the burn out on my large game. Perhaps it escaped your notice, but I decided to take a break from building the content out for a large game by building content out for a different large game. This is extremely on-brand for me, but also not very useful.
I was thinking back to the Crappy Games Xplosion of yesteryear, and realized that 16 years ago I could knock out a (bad) game in an hour. I have learned a lot about making software since then but I don't think I've ever felt as comfortable with a game engine since Verge 3 -- comfort defined as "being able to knock out prototypes very quickly" -- not even the engine I built with my own two hands.
So this time, in an attempt to shake myself out of the rut, I instead opted to go in the other direction. I'm going to challenge myself to make crappy games, but quickly, and hopefully in great quantity, and I'm using Godot to do it. It's not exactly "making progress" on Black Mountain but as you may have noticed I haven't been making any progress anyway so I may as well try to hone my skill and familiarity with the tool that I'm using.
To that end, I rebuilt one of the games I made for the Crappy Games Xplosion: Tank Attack. I started it... a little over 12 hours ago at the time of this writing, but I also got groceries and cooked dinner and various other things today, so I think in total I spent 4-5 hours on it. I tried not to stress about making it good, but it is pretty similar in scope to Super Tank Attack, the version I released after spending a few extra hours on it. It's a lot harder, but "balance" wasn't really what I was aiming for.
You can play Tank Attack (2021) online. Keyboard and mouse required.
So far the highest score I'm aware of is 730. Join us on Discord to let me know how you did! Or don't, either way is fine.
Not sure what I'll have to talk about next week, if anything. I'm aiming to have another tiny game to play, but we'll see. Have a good one!
Gruedorf Post 2021-09-06
- Roughed in all of the big maps
Whoops. Normally I post on Sunday but Labour Day made me kind of miss that I needed to post yesterday. But anyway... working on more maps! I've got rough drafts of most of the "big" maps — the exteriors and the big dungeon levels. There's are still interiors to draw but the end of the marathon is in sight. Then I need to do more marathons!
Anyway, yeah, have a good week!
Gruedorf Post 2021-08-29
- (SQ2) Made a switch work
- Back to Black Mountain!
- Moved on to the next map, got it mostly roughed in
Whoops, nearly forgot to post. No pictures this time, just hastily written words.
SimpleQuest 2 Switches
On the SimpleQuest 2 front, I got a wall-switch to open a door to work. At least, it switches back and forth, it doesn't open the door yet. This shouldn't have been as difficult as it was but it took some time for me to realize that the asset pack I was using has the switches laid out in a way that doesn't work for RPGMaker. There is not (as near as I can tell) a way to just play an arbitrary sequence of frames; in fact, sprites are generally packed into a sheet with seven other sprites, and the actual animation they play is pretty baked in. I'm sure it can be changed with plugins etc etc but anyway...
Point is, the switches in the (absolutely great) Mighty Pack are presented as just a series of three frames for different colours. To make it work I had to copy them around and turn it into a full sprite with the three frames (plus an extra that I made just because) are mapped to the switch sprite's 4 directions. Then, to play the switch flipping you just animate the sprite "rotating" in place. This is how chests and doors in the built-in assets are animated as well!
Back to Black Mountain
And then I decided I really wanted to work on Black Mountain again. I'd kind of churned out of drawing on one of the cave levels, because it's a big map and it's got a lot of details. I gave myself permission to leave the rest of the details... un-detailed, and move on to the next map (the next floor up, which is an abandoned/ruined town that was carved into the middle of Black Mountain). It's not quite as big (the interior floors of the Black Mountain cave system get smaller the higher up you get, since the mountain is roughly conical) and has gone pretty quickly. It's got a bunch of interior maps (since there are "buildings") but those should mostly be a screen or two, so no biggie -- and I'm going to be skipping the unimportant ones for now. (Unimportant is defined as "you don't need to go there to complete the story".)
It feels good to be back on the game. Hopefully I can keep making decent progress! Have a good week!
Gruedorf Post 2021-08-22
- (SQ2) Fixed boats
- (SQ2) Started dungeon interior
I actually didn't get much done this week. I did finally get a bit done today, though, and figure out how to have multiple persistent copies of vehicles, and started on the interior of the first dungeon. Trying to figure out how to get switches to animate correctly now.
Here's a picture of Lakeside, the town where you will get your first boat! That is way past the dungeon I'm now working on, I'm not really sure why I did things in that order.
Gruedorf Post 2021-08-15
- (SQ2) Bigger overworld map
- (SQ2) A few areas
- (SQ2) Confronting RPGMaker's limitations
Expanding the World
Stuck with working on SimpleQuest 2 this week. I'm looking forward to getting back to Black Mountain, kind of, but I still needed the "break". I expanded the overworld map from a meager 20x15 tiles to a whopping 62x62 -- exactly one quarter of the original Dragon Quest's overworld map size. I filled out a lot of it while thinking about the structure and story of the game. I've added the first other areas outside of the initial town, Seaside, including a small logging camp, a second town (Lakeside), and the entry area for the first dungeon.
It's still fun. It's nice to have an existing set of graphics to work with. I'm starting to edge into the place that I always, eventually, end up with RPGMaker, though...
RPGMaker is a lot of fun. It's very good at making exactly the game it was built to make -- a pretty standard jRPG with about half the bells and whistles you want. The other half of those bells and whistles though... Yikes. Here are two of the things I've been wrestling with:
Cutscenes with the whole party in them. jRPGs tend to go one of two ways: You've got a silly conga-line of people trailing off behind you (with a total party length significantly longer than the width of any town in the world), or you've got the lead character standing in for the whole party. I personally lean toward the second for reasons both technical and taste-related, but I can appreciate the first. The default in RPGMaker is the conga-line, but you can toggle that off. Easy!
Until you want a cutscene. It turns out that when you're writing a cutscene, if you want to control the sprites of the rest of the party, you... can't. Full stop. They are simply not available for targeting in the event scripting. This is true whichever style of party display you've chosen. Even dipping down into the JS layer does not give you a good way of accessing them. No problem, right? Just spawn new sprites! Wrong! You can't do that either, and if you could, you'd still have no way of targeting them.
The result? Every single map has three hidden entities (or "events" in RPGMaker terminology) that I teleport to the player for a cutscene, can script, and then hide them at the end of the cutscene. These have to be created in the editor, and they must be in the same "slots" on each map, because you also can't reference an event by name. I'm working with this by creating a template map that just has those three events, and creating a copy when I'm making a new map instead of starting from scratch.
Multiple copies of vehicles. RPGMaker has the classic three RPG vehicles built right in: a boat that can go in shallow water, a ship that can go in any water, and an airship that can fly anywhere but can only land some places. It's easy to change the look of them, and put them wherever you want. You can hide them until they're created/discovered, move them around as parts of events, etc etc.
What you cannot do is have more than one of each. You must have at most one boat in the entire world, one ship, and one airship. (You also cannot easily change which tiles are allowable for boats vs ships, but that's a problem for another time I guess.)
I've figured out a scripting solution for this where I can put dummies down in the world that, when activated, will swap places with the actual boat, letting you use it seamlessly as if it were a boat (and leaving the dummy in the boat's previous location so it can be swapped back later if necessary). This is offensive to my sensibilities, but whatever. It works, though I am still trying to figure out exactly how to persist this across map loads (i.e. I want ALL of the various boats to stay where they were, not just the last one you used, when you come out of town.)
I'm sure I'll keep finding things that annoy me, and maybe being annoyed with RPGMaker will chase me back to Black Mountain faster, who knows? I've barely even scratched the surface on combat in SimpleQuest 2, so I'm sure there will be more to complain about.
I also dumped most of a glass of water directly in my keyboard this week. I'm seeing if it'll work once it's dried out, but things aren't looking good. Thankfully I have a million keyboards kicking around so it's not ideal but at least I'm not stuck in "I literally can't type things into my main computer" territory.
See you next week!
Ah, and I wanted to mention: Nearly all of the art you see above is from a CC0 pack of assets by Mighty Palm: https://themightypalm.itch.io/the-mighty-pack
Have fun! Now that I've tipped my hand, if someone else makes SimpleQuest 2 faster than me then I will... uh... probably just keep making this one. No one else but me can possibly remember the order of the words in the subtitle, so I'm not too worried.
Gruedorf Post 2021-08-08
- Decided to take a break from Black Mountain
- Made most of a town!
And Now For Something Completely Different...
The grind on the Black Mountain maps has been wearing me down. I've been finding it hard to feel motivated the last couple of weeks, and I'm not the best a "relaxing" at the best of times -- I've been finding myself in that awful loop of not feeling up to working on my thing so I just kind of try to do something relaxing but have the buzz of anxiety in the back of my head about how I should be "productive".
Brains are dumb.
Anyway, there's actually something that is somewhere in between actually relaxing and being productive! I am a huge sucker for games that feel like you're doing something productive; I have to be careful sometimes with games like Cities: Skylines or Factorio or I end up going to bed when I intended to get up in the morning. Turns out, one step from that is to do something productive that feels like a game.
Enter RPG Maker MV and yet another unnecessary sequel! RPG Maker can be used to build some solid, real games -- but also if you lower your standards it can be used to make dumb, terrible games, but (comparatively) very easily!
Or, more fully known as SimpleQuest 2: The Heroic Legend of the Epic Quest for the Mystic Crystals of Power. I might add more to the name, who knows, a game can always use an extra ALPHA MEGA TOURNAMENT EDITION or something added on there.
SimpleQuest (as you might remember) was a smallish game that I built as a test game for an engine that I abandoned. It followed the adventures of a guy named Hero (because his parents had high expectations) dealing with a dragon that was (supposedly) terrorizing a small town. I also built it (almost) entirely of freely available assets.
SQ2:THLOFEQFTMPCOP is a follow-up sequel that literally no one asked for. It follows Hero as he reunites with his sister, "Treasure Hunter", his childhood friend (and "secret" crush!) Wizard, and their travelling companion Corwin, who has a normal name and does not understand why they keep calling him "Healer" no matter how many times he tells them his real name. This time they'll be hunting down four crystals of power and squaring off against an evil wizard who has an unsettling fondness for orbs. I'm taking a similar tack and only making assets when they are "necessary"; I'm editing sprites to make the main characters and I'll (probably?) draw some portraits for the characters, but I'm going to spend as little time doing asset creation as possible.
Will I keep working on this? I don't know! I'm going to work on it for a bit as a break, and I'll try to keep it in mind as something I can come back to in the future if I need another break. I don't really want to spend an extended period working on it instead of Black Mountain but so far it's working as a bit of a mental trick to help me just chill the hell out, at least a little.
Have a good week!
Gruedorf Post 2021-07-25
- Finished (mostly) planning the rest of the maps
- Started working on the first interior level of the Mountain
I actually didn't intend to miss a week there; I thought I had posted and then discovered I hadn't. I decided to just leave it until Sunday so I could get re-aligned. I have been getting a bit of work done, at least.
I have the majority of the important maps planned out now. There are a few sort of small incidental maps that I'll need to add (a room connecting two doors, for instance), but more importantly the flow is basically there.
So I started on the first cave level. After entering Black Mountain, the party gradually works upwards through its interior, an abandoned temple and a small ruined town attached to it. The first level is the biggest of the three interior levels, and actually the largest single map in the whole game. It's slow going because I am, of course, spending more time on it than I need to. There are a lot of rocks.
This is, of course, highlighting the drawbacks of my approach. Since I'm just hand-drawing every level "in place", I'm spending a ton of time doing essentially repetitive work, like drawing various piles of rocks. Likely, in the final art, these piles will just be replaced with instances of reused artwork. I'm actually not sure whether I'm saving time or not doing it this way, but I know I would be spending a ton of extra time if I were painting it to a decent finished quality. As it is, it's helping my practice drawing inanimate, natural forms like trees and rocks, which is a weakness I've always had in drawing. You can draw your own conclusions on whether it's working, I guess.
The Size of the Thing
The more I work on this the more I'm a bit troubled by the potential size of it all.
It's a classic problem (previously written about by a miscreant you've likely heard of) for amateur map makers to end up with maps that are way too huge, and not visually interesting. In my earlier post about how I build my map (from April 11, 2021) I didn't talk about how I was trying to keep myself from doing this, because I hadn't worked it out yet. Now, though, I actually work on the map in units of "one screen". I know how big the screen is, and I have a to-scale grid on my planning map of screen size.
This way, when I build an area, I'm thinking in terms of how much is on a screen at a time, so I can try to avoid having any "dead" screens where there's nothing interesting, and hopefully the screens can be visually distinct to help the player find landmarks as they explore the map. Each individual map can be more than one screen, but I've been mostly keeping each individual map as only a few screens big.
I do still have the option, though, of making a map as one big map, and then splitting it up and letting you move through it screen-by-screen. At the moment I'm doing this for interiors, like the caves.
This is set up by something I built for SimpleQuest, years ago, and have carried forward -- I call them "camera boxes". Basically, I can define a set of rectangles on the map. At any given moment, if you aren't in a camera box, I query the map to find one that you're currently in. The camera is then locked to that box; it won't scroll past the edges of that rectangle. As you move, as long as you're still in that box, you stay in there. As soon as you step out, I figure out what camera box you're in now, and quickly scroll the camera over to its new position, locked inside the new camera box.
This isn't exactly a new idea -- it's built to simply mimic how 2d Legend of Zelda games have worked for decades. It's a reasonably elegant way (at least for me) to define it for your maps, though. Sometimes I just want to take about straightforward stuff.
I'm not completely sold on having the separation of "outside is all separate maps, inside is always just a camera-box limited map" but that's what I'm running with for now.