
Projects and Progress
Some Random Pixel Art
I’ve spent the last few weeks sorting myself out and stretching pixels. I found that I had been increasingly frustrated with the programming aspect of SDCOM and needed to break out of, what felt like, a prison of logic. And, even so, I still felt pressured to make “progress” on the game, drawing sprites. Lately,…
PROJECT: TFP SDCOM – 8
Interesting couple of weeks here! The big news, though relatively small thinking about it, is that I’ve implemented a confirmation dialog box (Yes/No) and a text input box. Sounds simple enough, but the trick was figuring out how to use yield in GDScript. I think I have a good enough handle on it, having implemented…
PROJECT: TFP SDCOM – 7
I had a great week this time around (quarantine productivity!). Most important is the near focus on the arcade experience for the game. I realized sometime this past week that some of the processes and objects for that experience can easily feed the storyline campaign. So, with that in mind, I added a pause function.…
PROJECT: TFP SDCOM – 6
Whew. It has been an interesting few weeks. “Interesting.” But I managed to sneak in a few updates to the game, notably the title screen, text box pane, and a fix. Effectively, the game loop is there. Enemies are spawned, the player targets, and score is calculated. And a reset screen pops up when all…
PROJECT: TFP SDCOM – 5
It’s been another good couple of weeks. I’ve only worked sparingly on one or two game-based projects, but this is the first one that has made consistent progress. Probably because I use this posts as a way to keep on track (and “working”) and because it is a way to chart out next steps in…
PROJECT: TFP SDCOM – 5
Lots of good progress, I think, over the last couple of weeks! After establishing that I shouldn’t “change” any existing items, I went ahead and changed the explosion sprite animation, the clipping clouds were distracting. The big news is that there is a simple leveling system now. Very simple. As an “arcade”-style game, this is…
PROJECT: TFP SDCOM – 4
Some fairly good progress again this week, and am pleased to say that I took care of the remaining items from the previous to-do list. Namely, displaying the player’s remaining reloads and a reload indicator. I’m particularly pleased with the indicator. The initial draft used Godot’s theme-based node, ProgressBar. After hooking it up in GDScript…
PROJECT: TFP SDCOM – 3
It has been a couple of weeks since I provided an update, but made some solid progress during that time! In GDScript, added in a very simple randomizer for the hostile system to target the four cities. At the moment, I’m keeping the enemy missile count to 3 and I slowed the rate of descent…
PROJECT: TFP SDCOM – 2
Update: Quicker update this week. I focused on the city destruction animation and the hostile weapon spawn point and associated timer. First, the animation. I expanded on a few ideas in a first draft silhouette. After referencing a YouTube, which provided some governmental footage of nuclear testing in the Pacific (link), I realized that I…
PROJECT: TFP SDCOM – 1
First update, so I have that going for me! This week was primarily spent in Godot. As I posted previously, some of the initial assets have been created. So I integrated those into Godot, made the project, and worked through some of the GDScript. If you didn’t already know, GDScript is great. It is, practically,…
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