Finally back with another Let’s Talk About video, this time on Cornerstone: The Song of Tyrim. I like this game, but the devs had an overly ambitious plan for the budget they crowdfunded, and that makes this a great example of why we need both AAA and indie games. Transcript is below the break.
It’s been a while since I posted anything here and the reason is that I’ve been busy moving from one side of the Pacific Ocean to the other. I am now in New Mexico. As I get settled in, there will be more content here.
There’s definitely a bug that allows one button to change position without the other button moving to swap places with it. I need to play around with it more.
Making it so that the player can/must choose which phoneme to switch to definitely makes the game more challenging. I’m going to need an extremely low difficulty option, which means I will probably have to have a two-phoneme option.
It’s been a while since I updated. To be honest, I don’t exactly remember all changes I’ve made. I’ve been working on it here and there in spare moments amongst busy times. Many things have been refactored; I undid some unnecessary future-proofing I did in the previous update’s refactoring because it was silly and hard to read. I abstracted out some classes, either as their own files or as subclasses, making some code much easier to read. Again, not much has visibly changed with this new build, but I’m really happy with the progress I’ve made.
This has been an interesting week, so I got work in on the shmup in bits and pieces around other things. The menu screen, with a credits panel that pops up, is the biggest visible change. I also added some particles for the disruptor broadcast. Most of the work I got done, though, was refactoring.
This is just a quick post to say that I did get the phonics shmup caught up in Unity to where I had it in Godot.* It took me about as much time as I expected, though I didn’t get the work done on the days I expected. It now does everything the Godot version did and has random asteroids floating through as well because I didn’t feel a need to disable them, at least not yet.
Better than that, it’s more or less ready for level loading, so the next part of development is gonna be recording better quality phoneme sounds and doing it for the whole alphabet.
Best of all, you can play it online. I hadn’t figured out how to build for web in Godot yet, but Unity made that easy, too. Left click to shoot, right click to swap disruptor phonemes.
*Actually, now that I think on it, I don’t have even a basic broadcasting graphic on the disruptor. So all but that. Functionally speaking, though, the game is caught up.
I was thinking about the fact that my students are young and Japanese, and more easily impressed by flashy things than non-flashy ones. I am not a graphic artist, really, so I decided to rebuild my phonics shmup in Unity — the ease of grabbing things from the asset store makes it much easier to create something visually appealing.
I’ve spent the last several days learning Unity, and imagine my luck at finding that one of their introductory tutorials is a space shmup. The assets they provide with it are free to use, too.
If I were planning to sell this game, I would care about using assets from one of Unity’s tutorials; who wants to release a commercial game using assets that most Unity developers will recognize? But I’m not. This is going to be free, intended for educational purposes, and what I really care about is the likelihood that my kids (and the students of anyone else who wants to use it) will want to play it. For that purpose, these graphics are fine.
I participated in Ludum Dare last weekend, and although it was far from my most successful LD in terms of getting a good game done, I used the Godot Engine to make it and learned a lot, particularly in the area of dealing with collisions. So it was that when I came back to my phonics shmup yesterday, I got a lot done in a small amount of time.
It’s been a few days, including a Ludum Dare weekend, since I actually did some work on my phonics shmup, but it was a pretty productive time. As the screenshot shows, I got shields added to the enemies, but I also did a big reorganization of my Trello board.
Probably the biggest shift in my plans is how I’m planning to represent phonics as weapon to the player. Before, I planned to have individual bullets be aligned with specific phonemes, but that was going to be hard to pull off visually. Instead, I’ve hit on a more readable approach which I feel is more natural: instead of phoneme bullets being able to damage only certain enemies, the player will be broadcasting a phoneme signal that lowers shields on certain enemies.