It’s my first card game. Real, physical cards game. I’ve had this idea flying around my head for a month or so. I’ve never designed a tabletop game so i thought – why not?
Basic rules are simple, borrowed from Uno: get rid of your cards. But anyone can make it harder for you by placing monsters in your “battle zone” (everyone has one). Use attack cards to beat them or action cards for extra fun. At first it was (another) zombie-themed game but I quickly changed that.
So I begun first prototypes. Just use a regular playing cards deck and go from there. I changed diamonds to monsters, other numbers were attacks and faces (J, Q, K, A) action cards. I drew over them silly faces and weapons. First version was tested only by myself and 2 to 4 “imaginary” testers, so when I played it with a real person for the first time, the game usually ended by 3 to 6 turns… That’s not good. After that came another prototype, with some rules to make game longer and also with powerful monsters that can act as action cards when you defeat them (this one was brilliant). For example, you could place monstrous Queen on player’s battle zone. Whoever defeats this monster, can use it as an action card called Headshot – kill any monster immediately.
I quickly realized that preparing each version of prototype and playing it even by myself took more time than I expected…
Rules are made to be broken.
Player input and visuals
I decided to get rid of GameBoy style input limitation in favor of 360° walking, aiming and dashing. This will open up a lot of possibilities for puzzles and give more freedom in fighting. So in the end players will be able to play on mouse/keyboard setup or using their favorite gamepad and play with analog sticks to aim dash direction.
With this I need to get rid of smooth-follow camera I talked about last time. Right now the camera is locked on player. I got inspired by the game Awesomenauts, right now I have a similar cursor to theirs and your charactes is always in the middle.
A little white box is replaced with a robot guy from the original GrayScale prototype! Fun fact: head and legs are animated independently (2 different sprites) which saves me a lot of sprite animation drawing. Head will always follow a mouse cursor, that’s aim direction, and legs will animate independent of the head.
I started using TexturePacker to merge (almost) all the textures, which didn’t work well with luxe’s SpriteAnimation component. I drew all player animation frames in one file: head looking around, legwork and other animations are put in 16×16 grid, in 4 rows. TexturePacker treats that whole file as one “frame” in a frameset. Luxe’s SpriteAnimation component can’t guess if given packed texture is a mixture of actual frames and independent animations, which in my case it is. I had to modify this component a bit to correctly setup player animation.
After a few small updates to the GrayScale I’ve realised that my previous concept of timing and physics was completely wrong! In short: I believed that firing extra physics steps when the timer missed 1/60 th of a second was a good idea. But what changed?
I’ve also spent some time on graphics. Preparing terrain tiles for Tiled is difficult but the results are fun to look at and really speed up level design. The bit challange is to make compatible tileset that will work with Tiled, It needs many combinations.
Cmera from the last HaxeFlixel version of GrayScale was simply awesome:
- It smoothly followed character while it was moving around
- And limited the distance from camera’s center to character (deadzone), so player can always see where he’s dashing to.
You can find the example GIF of “old” camera movement in my previous GrayScale – dev log #1.
Until now only smooth-follow was implemented, and It looked pretty. But the gameplay is too fast for it. Player can quickly dash in a direction, and now not all enemies/obstacles in front of you are visible.
First try at implementing dead zone failed. I couldn’t get the character to stay still on-screen while player was moving straight. The sprite always stutters where it’s on the edge of dead zone but should remain still. I kept trying different camera settings:
Tight smooth follow, without deadzone
As you can see (or not) the character (white box) doesn’t stay still in one position, relative to camera view, when moving straight in line (tiny stutters). This won’t look good after I add character sprite to it.
Nerve wrecking arcade runner game about love and throwing crates.
Avoid bombs, grab and throw crates, run, jump and don’t loose hope.
Now go! Rush to your love!
|Jump/Dash||hold move & hit [C]||hold move & hit [K]|
|Start||Enter or Space|
easy? 🙂 GAME ON
Save people from sadness WITH MUSIC!
You have 10 seconds!
People spawn at random places, bring music to their life by shooting notes at them. Happy people will keep on dancing, but sad people can die.
Game over when the timer runs out, so make people happy or wait for them to die… you monster.
README: Web version required WebGL in your browser. If for some reason it runs slowly or doesn’t run at all -> Download the native version for Windows.
- WSAD / ARROWS / ZSQD – walk around
- Mouse – Aim and left button to shoot notes
- +/- – change volume of the music if you don’t like it 😉
I’ve been posting couple of GIFs around the internet from my GrayScale game but never explained how each thing works. This post was originally written at Snowkit.org. It is a good place to start, if you’re reading this then you would find some luxe-related things interesting. In fact I think I managed to create/discover at least one interesting thing about luxe that I wanted to share with you (physiiiics).
I won’t call myself an expert in programming and this post is in no way a tutorial on “how to do things“. With luxe you can find your own way of coding. I’m just sharing what I discovered and had fun with 🙂
GrayScale is a small game I made for GameBoy Jam last year. It was made in HaxeFlixel but I wanted more control over my code and be able to easily create lots of enemies with different abilities. After few hours of googling I stopped by a thing called “Component Entity System” and finally found luxe engine (and so far I love it!). You can read more about the project itself on my blog.
Movement & “fixed time rate“
Movement is the core gameplay in here, you can walk, run, dash and jump-attack. I organized each type to extend from one
Mover component so each kind of mechanics share the same base (which is really thin so far). With components it’s easy to make characters controlled by player or AI and make them move by similar rules. I can make new enemies that walk around and dash-attack the same way that player does. Movement can be basically used for moving any kind of objects around the world. This way I could use it to move projectiles, doors, platforms etc.
Some time ago I decided to keep updating GrayScale. It was created using HaxeFlixel, which is great for quick prototyping small games. Maybe it’s my limited knowledge of that framework but I discovered that It gave me too much problems while developing. Adding new enemy means lots of copy/pasted code or strict inheritance.
Next I found out that it tried to do most of the work for me. It’s usually not a bad thing, but when something goes wrong or when you start seeing performance issues on slower machines, you can’t quickly find what seems to be a problem. Another bad thing is that it laggs horribly while recording a video, I’ve seen at least 2 letsplayers who had issues with my game.
Then I found luxe engine.
Component entity system would solve my problems with creating new enemies/abilities. Direct GL calls everywhere (OpenGL/WebGL). No Flash. Plus I could add fancy GLSL shaders into the game, like explosion shockwave or changing colors in runtime without using thousands of different sprites.
Luxe engine enforces programmers to do most of the job, but thats OK with me. I have more control over what I’m creating. I define how physics work, how collisions are calculated in tile-based world.
Recently I’ve found this interesting Pixel Sprite Generator. You can create procedurally generated sprites on the fly. It uses ala 2D array of values to draw solid outline, “soft” body or an empty pixel. Provide just one mask and get milions of variations.
I can see it being used in rougelike games, besides procedurally generated levels: enemy sprites, weapons, items, EVERYTHING.
It is written in JS so I couldn’t help but port it over to Haxe!
JS version draws on canvas and Haxe on
openfl.BitmapData. Enough talking, go check live example if you’re not yet excited:
Live Example (keep refreshing that thing for new sprites!)