Home
Games
Art
Video
Writing
About
Tyler Doak/LFStudios Devblog
Mar 042010

I think the editor is about done. I implemented scripting which basically means you can to anything you want now, once all the scripting commands are made.
Also finally got back to work with animating, which I should have been doing every day, but… YOU KNOW!

Feb 242010

Just working some more on the editor. After completing the breakable environments and enemy spawning, I need to implement some event scripting to make it all work together nicely! Once that’s done, I’ll probably work on enemy AI some more like I always say I will.

Feb 202010

Woooo! After a week or so, I have the destructible environments fully implemented. Just gotta polish up a few more things, but even now, it’s super great!

In the editor you simply flag it as a destructible object and the different flags will give you different types. It doesn’t matter what graphics you give it, so you can smash cars, walls, trees, lampposts, dumpsters, ANYTHING, SO GO WILD!

Feb 092010

Just spent the night adding enemy spawn locations for the editor. It’s not exactly the easiest to understand for someone unfamiliar, but it’s super fast and I’m pumped! Now just gotta implement exits/entrances that are quick too.

Jan 312010

Well I finally did it and am totally pleased. Though it is bittersweet!
I spent A GREAT DEAL OF TIME, making a really full-featured editor only to wish that it was easier, simpler and faster.
Thus this weekend I’ve been working on that. Though it wasn’t a total waste as I learned a bunch and a lot of those features still exist, but beneath the surface.
One reason I wanted it simpler was so that the editor could be consumer friendly and players could share levels online.
So overall it’s a lot simpler/slightly less pretty(no more parallax), but a lot of the advanced graphical stuff can be skipped while a fun level can still be constructed.
Over and over again, I re-invent the wheel with lots of whistles, only to realize the wheel everyone else has been using is better.
STAY TUNED!

Jan 282010

A quickie post just so I keep this a habit!

The enemy corral is what I call basic enemy grouping. It involves a lot more however. The basics of it are enemy approach distance and attack distance. More advanced things include variations in enemy placement that look natural–like an enemy flanking you while another one rushes you. It also involves a lot of value adjusting for knockback and range on attacks.

Yesterday I got lucky with a some numbers. I set the basic enemy approach 100 pixels back farther than normal and it did wonders. It made the battles feel more controlled, but still manic and threatening. It also set up the enemies to be struck more frequently when other enemies are rebounded off of walls. VERY SWEET!

Just chugging away at developing enemy AI and interactive environments.

Jan 232010

Just busted in to making more interactive environments. Specifically breakable, smashable, projectile-able environment objects. Along with this I have to update the map editor and I’m probably going to simplify the maps a bit. Maybe get rid of the parallax, maybe not…
But hopefully I won’t get caught up in that and just move right into prototyping the first level after I get the enemy AI where I want it.

Jan 182010

It’s a new year and a new layout! There’s some new and old stuff here so look around! I’ve been working steadily on Aces Wild. I moved during the holidays, so that made me pretty busy.

Anyways! The game is super fun even without any levels! Finally figured out how to balance some moves easily and keep it fun. Your wild meter goes anywhere from 0% to 300%. The default is 100% and performing well in combat will raise it. Certain actions, like dodging and dashing, will lower it and even have a minimum amount of Wild required. You can think of it as a damage modifier. So if you build it up, you’ll start doing crazy damage. Abuse certain moves and you’ll do less and also receive more. It’s more fun in action!

I’m gonna try REALLY hard to update a few times a week and report on what I get done.
Still pushing for Sept 2010 Beta.
Laters!

Dec 072009

Hey! It’s Tyler here.
Development has been pretty slow since the second 2beegames comp. Just been struggling with the combat and enemy AI. It’s going lots better now and once I get that combat where I want, I’m going to focus a lot on the editor. I’m probably going to tone down the graphics a bit so designing levels is easier, hopefully it will still look nice. Once the editors are where I want them, I will prototype and playtest a bunch of levels and hopefully I can get the first two levels to a beta state.
Stay tuned!

Dec 032009

So I’m winding down my internship with Legendary Fighter Studios this week… it’s a sad day.  I’ve had a great time working here and have learned so much about writing for the Internet and writing for technology and video games.  The Internet is changing the way people advertise, changing the way people view and interact with video games, and it’s changing the way we consume information and goods.  It’s been a pleasure learning about this and learning to use the Internet in a new way for advertising and getting the word out about Aces Wild and Legendary Fighter Studios.  Advertising is no longer limited to major corporations with massive amounts of money, with know how and determination the underground world of blogs and forums is making it easier for the smaller companies to get more recognition.  It’s an exciting time for video games, advertisers, and journalists as the online world grows and consumers become more accustomed to it and it further becomes a way of life no longer will major corporations be the sole provider of media.

So thanks so much to Legendary Fighter Studios and in particular Tyler Doak.  I had a blast and I know Aces Wild and all your other games will be a success!