Steven D Podcast Episode 5: Scramble… to Nowhere?

**This stream is informal, and all in good fun. Anyone jokingly called out at the beginning is actually a friend and no one is being genuinely insulted on stream. Most people know this, but figured I’d include it **

Welcome to Episode 5! In this one, Sam, Alec, Carter and I demonstrate this fun new game I’m creating called Scramble. It’s a rather arcade style game, but it’s unique and has several different and interesting concepts. You won’t want to miss this one!

S Quad Racing: Gears, Track Building, and A Bit of Rewriting

Hey guys,
Steve here.
Despite what the absence of an audio demo that “should’ve” been released nearly a month ago might seem to imply, I have not neglected, or in fact been lying, about the current status of S Quad Racing. While there has been days when I haven’t worked on the game, (maybe even too many), I’m happy to report that development is still underway.
First of all, I’ve begun to rewrite and organize parts of my code. While the initial reason for doing such was to make the code a bit more readable, upon further inspection of what I previously had and after a bit of brainstorming on the gears system I discovered that my code was unintentionally designed so that any major changes, I.E. the implementation of things such as vehicles, gears, surface types, and other structured objects was out of the question, due to the way I’d programmed most of the game in its early stages in an effort to create a simple environment in which I could get a little taste of what I wanted S Quad Racing to ultimately be.
Now, though, the game has become more complex, grounds for a bit of a rewrite.
The following is a list of reasons I couldn’t possibly produce that audio demo, at least not tonight and maybe not even tomorrow:

  • I ended up organizing the code into separate files, and if I compile now I am bound to get some errors due to procedures not being declared and such and will likely have to make adjustments accordingly.
  • I’ve added a lot of new code that hasn’t been tested yet due to my not having finished making adjustments to the code.
  • I found a new bug. If you add a turn, and then strengthen or weaken it by adding another turn with greater or lesser severity right after it without first having a straight section, the game will not announce the name of the turn due to a bit of code I added without thinking, again, about the future. However, this one should be easy to fix.

    With all that said, there is good news to report. The above mentioned new code deals a lot with the gearing system, and I’m happy to report that I found and coded a solution that will work for this!
    In addition, I came up with a new idea to manage speed, and have implemented it as a result. This new way is not only future proof, but way more practical in terms of balance, as it basically tells the game how to handle each and every individual speed that a car can travel, without me ever having to touch it again. While you are unlikely to notice much of a difference when the new demo is released, the gears and ability to select different vehicles are bound to catch your attention.
    That concludes tonight’s post. Once all the code is sorted out I’ll likely be releasing two audio demos; one being on the track builder only, the second demonstrating the new gears system and ability to race with different vehicles.
    Thanks for reading,
    type you later,
    Steve.

  • A Great Week of Bringing Poems to Life and Other Things

    Hey guys,
    Steve here.
    You’re not going to believe this! It turns out that “Flamity Flame the Lame Audio Game,” the poem I wrote and published on last Wednesday’s blog post, has become…exactly what it talks about–an audio game!
    Though I’ve indeed brought this game to reality, it is a twisted one; the audio game is not exactly as it was depicted in the poem. Nonetheless, I tried to structure it around most of the rules outlined therein, so that the result was mostly as expected: You are placed on a game board, James is there as well, he does not make a sound, and you must kill him.
    However, I strayed a bit from the main idea. James is able to shoot back, if you give him time to anyway. When you square up with him, he is raising up his gun, and you’d better fire like crazy before he has time to. However, if you’re too slow to fire enough shots to take him down, as is likely to be the case, it will be necessary to step to the left or right one time to get out of the line of fire, and take a small 5 second break or so, before moving back to where James is and proceeding to blast him to oblivion. This system helps to test one’s quick thinking and reflexive skills, while also laying the foundations for an action packed, quick paced arcade style shooter game, something that was definitely not described in the poem.
    Secondly, rather than killing James once, there are five levels; James has five lives; four less than your average cat, four greater than your average James. In each of these unfortunate, short lives, James’s is more angry than in previous ones. Proceeding the burning out of one of James’s lives, you will advance a level, and hear a threat. As you achieve higher levels, you will notice that these comments grow more angry and bloodthirsty. This is only the precursor to a level filled with faster shots from James that could easily slice off a significant chunk of health, and result in your quick and almost, and I emphasize almost, painless death.
    There is some good news for you, though. Unlike poor old, slow, angry James who cannot actually walk, You can move away from him safely and confide in the fact that he won’t follow. Also, though your health does not reset following the start of a new level, you’ll notice that it takes less shots to kill James in the higher levels; though the main goal in those levels is still to kill James, the underlying goal is to time your attacks so that James doesn’t have time to shoot back, a task that can be quite daunting.
    Another perk is that unlike James, the firing time limit on your gun is not directly set in the game; this means that you will be able to fire as fast as you can press the space bar. So while the game gets increasingly challenging, there are several constant factors that place the game mostly in your favor.
    For the first time, I actually have a reward for those of you who just read that–a download link! Since Flamity Flame was such a small project, it is already released, and can be Downloaded from this link.
    In the package, I’ve included both a documentation, and an audio strategy demo, and I recommend that you have a look at both.
    Moving away from Flamity flame, I suppose I’ll include a short update on my life, by that I mean a quick summary, since the previous part of this post went a lot longer than I intended it to.
    My birthday went exactly as I thought it would. I overloaded on some great food, relaxed, and went to school, that list of events being in order from most to least important. The only unexpected occurrence, was that I bought a space upgrade for the blog, meaning that instead of having to upload pod casts and such to Drop Box, I can now upload those files to my blog, and have been in the process of doing so. Since I transferred pod casts first, both the feed and page work, though for those of you who are subscribed to the feed you might be asked to download all episodes again.
    As for the weekend, there’s not much to say there. My sister and dad were out of town, so it was just me and my mom. I basically spent the weekend relaxing, eating junk food, and then Sunday we were at church all day. Also, I recorded a podcast on Death Match A New Beginning, and had the privilege of having Danny on the podcast over Skype. You should seriously listen to it.
    That concludes this quite lengthy post. Enjoy the new little game, and Happy Flaming!
    Thanks for reading,
    Type you later,
    Steve.