Archive for the Vector Wars Category

Some Experimenting

Posted in Vector Wars with tags , , , , , , , , , , , , on November 9, 2008 by Burnt Effigy

So, while in the process of working on Vector Wars, I decided to see if I could make the vector graphics scalable.  Anyways, I decided to test it out, and well, it worked fine.  I uploaded my experiment so anyone interested can see it.  If you wish to have the source, just contact me or something like that.



Vector Wars Update 1

Posted in Blog, Games, Vector Wars with tags , , , , , on September 30, 2008 by Burnt Effigy

So, after a break of several months of work on this game, I finally decided to pick it up and start working on it again.  Within a week, I knocked quite a bit of things off of my to do list.

These things are:

  • Mouse aiming – I had wanted to add this to the keyboard controls, so that the person using the gamepad wouldn’t have an unfair aiming advantage.  It works quite well.  Unfortunately, I don’t know how to make it refresh more in time with the rest of the game, so there is some visual lag that happens.
  • A menu that doesn’t require thousands of objects/rooms – This should hopefully lead to faster loading times, and faster development of the game, because, let me just say, the menu generally requires quite a bit of objects/rooms, but by making it all one object and one room, it makes things way easier.  Anyways, it meets/exceeds the expectations that I had for it.

I don’t have any pictures of it or anything like that.  The visuals are still fairly crude at the moment.

Vector Wars

Posted in Vector Wars on June 27, 2008 by Burnt Effigy

Well, I think it is abouVector Wars Logot time I post some information about my current project.  Anyways, Vector Wars is a top down shooter that I am working on.  Everything in it will be drawn using things like draw_rectangle, or draw_line, and I won’t get away with using draw_sprite either.  It shall have multiplayer support, and also support playing using xbox 360 controllers.  Anyways, the game play is going along well, there are some tweaks that have to be done, like make it so I don’t need a different object for keyboard, joystick 1, and joystick 2.  Then comes the implementation of the A.I.  which I am not looking forward to.  Anyways, this won’t be crappy A.I. though.  They will seek you out, and they will be capable of killing you.  No moving back and forth between two objects type of A.I.

There aren’t any planned game modes as of yet, although some sort of deathmatch will be inevitable.  Although if I can get some good A.I. I might make some sort of Team Fortress or Star Wars Battlefrontish capture the bases while defending your own type of mode.

Levels will be made by me, and me only, unless I can figure out how to make a level creation system.  That will probably be something that comes in a later version.

Anyways, these are all the details that I am willing to spill right now.  Check back later for possibly more information and most likely some cool images.