Re:creation dev log. March 2015. Graphics improvements, entity inheritance, improved state machines and more!

This month was great. I finally got in the flow of development and managed to get lots of things done. I worked hard to make game look better and here’s the result. Compare old screens with new screens:

October 2014

 

March 2015

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Re:creation dev log. December 2014 – February 2015. Bigger levels, boss and heavy attack

A long time has passed since I’ve written the last dev log! Is Re:creation dead? Is it stagnating? No, not at all. It’s more alive than ever now!
I haven’t written a new part of dev log because I had to study a lot in December and January. I had some time to develop some stuff during these month and had a lot of stuff done in February.
I’ve decided to write the dev log in two forms

  • First one will be about the features I’ve implemented recently and it will have a lot of pretty screenshots and gifs. (You’re reading this part right now).
  • Second one will be more specific and I’ll focus more on technical parts of the game and implementation details of some interesting features. This part is a lot harder to write so it’ll be less frequent than the first one.
    If you’re wondering about how I’ve implemented one or another feature of the game or its engine, feel free to write an email and ask about it! I’m always glad to answer.

Well, let’s start.

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2014 – Games, TV, Books and Music

2014 was a pretty good year. Oh, all games, movies, albums and books I’ve discovered… This post is about the best ones. Not all of them came out in 2014. This post is about things I’ve found this year.

Let’s start with games.

Games

Super Smash Bros. [3DS] (2014)

When Super Smash Bros. was announced for 3DS, I was very excited just as almost everyone who had 3DS. And what did we get? An amazing game which just nailed Smash Bros. feel and was filled with awesome content! The controls are very responsive, graphics are beautiful (and it runs in 60 fps!), music is amazing, online is good what more to ask? This game is awesome.

I didn’t play Super Smash Bros. for Wii U yet because I don’t have a Wii U.

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2014

Итак, 2014.
В этом году в мире произошло огромное количество событий, как и очень плохих, так и очень хороших.(Первых было больше, кажется.) Уверен, что об этом всём кто-то написал и не раз, поэтому я не стану. Просто расскажу, что произошло в моей жизни за этот год. Начну по порядку.

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Re:creation dev log. November 2014. Core game mechanic explained and more.

Re:creation info/press kit | Previous dev log

 

I did a lot of stuff this month and I’ll start with the most important thing.
I’m ready to present the core game mechanic in the game!

Recreation

I call this mechanic “recreation“. Here’s how it works.

First, you kill someone

Then you can become a ghost and travel around the screen without taking any damage and colliding with anything

You can’t get too far away from your body though!

When you are in the ghost form you can become the enemy you just killed

It gets revived in the zombie form. You don’t have many health in this form so you can’t complete an entire level like that, you’re most likely to die. When you die, you return to your original body.

This mechanic is used to solve puzzles and progress forward. Each enemy will have unique skills which will help you on your way.
Here’s an example of solving a simple puzzle.

I have some other puzzles but I can’t show them right now because they need to be polished! I also don’t want to spoil too much for people who read my dev logs.
There are lots of puzzles which can be invented with this mechanic and I’m really excited to work on puzzles involved it!

And now I’ll tell you about other things I’ve done

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Using Lua with C++. Using Lua scripts with C++ classes.

Read the first part about LuaBridge here to see how to install it and use it for basic things.

You can find the complete source code of this article here

This part will show you how to register C++ classes in Lua, call member functions and how to apply scripts to something practical like putting object behaviour code in scripts.
I’m a game developer, so I’ve used examples related to gamedev but you can use Lua almost everywhere, so take a look even if you’re not interested in gamedev.
The code used in this article is as simple as possible while also remaining a complete example which you can run and compile.
I leave out the details which are irrelevant to focus on the main topic: scripts.

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Instant Indie Halloween Edition

My game is featured there. :)

CrowSong Productions

Hey Everyone. Here’s another Instant Indie-A quick look at some great Indie products. In our Halloween Edition we look at a Motion Comic with music, a Kickstarter comic based on H.P. Love Craft called Kidthulu, an addictive iOS game and some early information on a Zelda-esque game in its early stages. All of the information is straight from the developers’ mouths, and it’s not my spin. It’s what they want you to know about their products, except for my opening commentary on each. Enjoy, and thanks for supporting independent goodies.

Re:creation

I’ve been talking with Elias Daler for awhile for an upcoming interview on being an Independent Developer. Look for that article soon. The concepts Elias is using and the gameplay his game will have are all things I’ve been wanting to see for awhile. I personally loved the Legend of Zelda games as well as early RPGs like  Final…

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