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Messages - logFarm

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angleworm :: game / angleworm :: 0.02
« on: Sunday 2016-May-01 04:00:06 PM »

- save and load is complete but currently disabled
- small changes to gui
- MENDED: wind direction got stuck at North

Starting work on sharing catch information.

New version has been uploaded

Best regards

angleworm :: game / angleworm :: 0.01
« on: Saturday 2016-April-30 04:51:07 PM »
Started this project based on a conversation I had with someone who's
into fishing. My ideas were met enthusiastically but I kept having to
tone the conversation down. I want to make a game not a simulation.

Initially I created some environments in blender but found that 3D
makes the player feel they are in a simulation.

Designing the game mechanics was fairly easy once I settled on the
target audience: a casual player rather than someone who wants to
simulate the real experience of coarse fishing.

Even so, I spent hours reading about coarse fishing, the equipment,
coarse fish, how common or rare they are. It goes without saying that
there are lots of high quality web sites dedicated to coarse fishing
and youtube videos for beginners like me.

Planning the game took a week. Used Gimp to create all images and
Light Weight Java Game Library to run it. Total so far: five

Today, made a minor change to the timer (top right) appearance and
finished the 'game state save-to and open file process' which will be
automatic, no user interaction will be required to save and load.

The plan is to have a leader board where people can list their

Uploaded the first 'early access' version yesterday, that version does
not save.

There is a .exe for Windows users and a .sh file and .desktop file for Linux users.

Feedback is very welcome.

Best regards.

Meta Automata :: game / Meta Automata prototype :: 0.26
« on: Friday 2016-April-01 05:43:46 PM »
I've already made two 2D games using LWJGL:

- wobbegong

- wobbegong platform hopper

both are here and on indieDB

So I wanted to teach myself LWJGL in a 3D context and also implement
some multiplayer action using UDP.

Mission accomplished.

If I could create a decent game during this learning then all the
better but in this case a half decent game will have to do.


I thought I had done enough planning in order to make a decent game; I
thought I had reduced the scope of Meta Automata down to a set of game
mechanics that I could build into a computer game but that has proved
not to be the case, in my opinion.

The problem: my plan is too ambiguous.

I hoped I could go with a few basic fuzzy ideas and then make them

It's frustrating, remembering how much time I wasted implementing a few
basic game mechanics only to find that they offered very little in
terms of fun.

I didn't do enough planning. I should have spent weeks on designing
the game on paper rather than months building the game with computer

Even though this game is a prototype, an estimation of a finished
game, it's too ho-hum.

I created a ho-hum single player experience and then, retrospectively
added multiplayer functionality. This was a bad idea; the ho-hum and
the retrospective part.

The ho-hum-ness might be solved by tuning various aspects of game play
but the retrospective multiplayer functionality required me to change
beautiful coding in a way that feels rushed and haphazard.

I've learned:

1. Multiplayer functionality needs to be designed into the game from
   the very start.

2. Single player game play will not automatically translate into
   multiplayer game play.

Light Weight Java Game Library

I thoroughly enjoy programming with Java and so luckily for me LWJGL
is a pleasant way to learn OpenGL and associated technologies using

It is marvellous.

I develop using a Linux desktop but my Java game will need absolutely
no additional programming to make it run on Linux, Apple and Windows.

Having said that, I've never seen any of my Java games run on an Apple

What else have I learned from this prototype

Moments in the game:

- laying fences and watching them connect

- firing and destroying parasites

- picking things up; boulders and oil

- watching bird machines lay new machines

- sparking machines into life

- watching a repair robot at work

- Meta Automata's game objects create what appears to be complex
  behaviour because they move as if they are part of a flock but their
  logic is very simple. It's relaxing to watch.

- Testing multiplayer functionality is not easy when you are working on
  your own.


I will not be doing any more development on this iteration of Meta

I have learned a lot by working on this project but it is time to move

Meta Automata :: game / Meta Automata prototype :: 0.25.1
« on: Tuesday 2016-March-15 04:51:27 PM »
version number: 0.25.1


more networking:

- more than two players can join a server

- players can place and pickup fences

  all other players will see the fences appear and disappear

  F and E keys respectively

to test this networking feature:

- start multiple game instances, either on the same computer or
  separate computers

- on one of the game instances press: F9

  this will turn on the server

  currently all objects other than the trees and boulders will
  disappear from that game instance

- on the other game instances press: F7

  those games will search for Meta Automata servers

  if F9 has been pressed on one of the game instances, its IP will be
  listed like this:

  1 :: 192.168.1.blah

  your message will be slightly different

- press: 1

  to connect to that computer

  again all of the game objects will disappear except for trees and
  boulders but all players should be visible, represented as blocks
  and each player can move and jump using arrow keys and the G key


Speak soon

Meta Automata :: game / Meta Automata prototype :: 0.25
« on: Sunday 2016-March-13 05:00:15 PM »
version number: 0.25


UDP networking update:

- start two games instances, either on the same computer or two
separate computers

- on one of the game instances press: F9

this will turn on the server

currently all objects other than the trees and boulders will
disappear from that game instance

- on the other game instance press: F7

the game will search for Meta Automata servers

if F9 has been pressed on the other game instance, then it should be
listed like this:

1 :: 192.168.1.blah

your message will be slightly different

- press: 1

to connect to that computer

again all of the game objects will disappear except for trees and
boulders but both computers should be able to see the other
player, represented as blocks

it would be great to hear about peoples' lag, smoothness or lack of

you can speed run for a few seconds until you get bored :-)

regarding multi-player, to come:

more than two players
machines, parasites, birds, etc
grown objects, currently ammunition and oil
text chat

indieDB has labelled the download as so I have my version numbers out of sync but is what I just uploaded

Speak soon

Meta Automata :: game / Meta Automata prototype :: 0.24
« on: Friday 2016-March-11 04:22:11 PM »
version number: 0.24


working on UDP networking

how it currently works:

- start a game instance and press a key to start the server on that
  game instance

- start another instance of the game and press a key to start sending
  this player's location details

- the server side game instance shows the connecting-player as a red

client and server are communicating nicely; currently at a rate of: 20
per second; if anyone has an opinion about this I'd be glad to hear it
but at 20 per second the connecting-player moves smoothly on the server

no uploads today, hopefully in the next day or two with client and
server functionality


Speak soon

Meta Automata :: game / Meta Automata prototype :: 0.22
« on: Thursday 2016-March-10 04:14:45 PM »
version number: 0.22 (prototype)


- yellow bird machines reproduce themselves when they lay a machine

  bird machines are useful for culling parasites but they also eat and
  damage machines which is particularly problematic if the player owns
  a level because parasites don't spawn on owned-levels so the bird
  machines just eat machines

  when all bird machines are killed they will not re-spawn again so it
  is possible to rid a map of bird machines

  bird machine numbers are saved when the game is saved: F2 & F5

- the player can now destroy bird machines

  it's not that easy to shoot bird machines because they fly most of
  the time but they only take one hit to destroy them

  they currently drop the same loot as parasites

- turrets have a new switch :: 5 key

  the 5 key toggles on / off
  - shoot at bird machines and parasites
  - just shoot at parasites

  when a turret targets both bird machines and parasites the turret
  will obviously run out of ammunition more quickly but your repair
  robot will reload them for you, if you have one


Speak soon

Meta Automata :: game / Meta Automata prototype :: 0.21
« on: Wednesday 2016-March-09 04:52:42 PM »
version number: 0.21 (prototype)


- player owns a level when they own all machines on a level

  these details are saved to the game's save file :: press F2 to save,
  F5 to load

  when a player owns a level parasites will no longer spawn there

  the player can not enter a tunnel to the next map unless they own
  the current map but they can enter the yellow-ish tunnel to a
  previous map because the player already owns a previous map

- there's a bit of delay before parasites spawn, currently 60 seconds
  to give the player a moment to get organised


Speak soon

Meta Automata :: game / Meta Automata prototype :: 0.20
« on: Tuesday 2016-March-08 08:50:54 PM »
version number: 0.20 (prototype)


- inventory navigation and update tweaks

- blender object damage colour reset tweaks

- text on screen tweaks


Speak soon

Meta Automata :: game / Meta Automata prototype :: 0.19
« on: Monday 2016-March-07 04:36:33 PM »
version number: 0.19 (prototype)


yellow bird machines:

- when they are hungry their flag turns red until they have fed

  currently their sustenance are parasites and now machine parts
  when they target a machine for food they will cause a random
  amount of damage to it

- when they are ready to lay a machine and there is oil on the ground,
  their flag turns green but hunger takes priority so if they become
  hungry during the process of finding oil, they will find food
  instead (machines and parasites)

- if their flag is yellow then they are neither hungry or building so
  will target and repair random machines, a random amount

MENDED: switching on the inventory cursor with the tab key was

MENDED: blender objects did not change colour when they were damaged

        changing colour depending on damage might stick around but was
        originally added for the prototype only; the plan is to have
        flames, smoke, etc but the colour change is a simple
        indication of damage


Speak soon

Meta Automata :: game / Meta Automata prototype :: 0.18
« on: Sunday 2016-March-06 08:44:53 PM »
version number: 0.18 (prototype)


- improved performance

  by 'performance' (and 'improvement') I mean CPU usage and I also
  mean that this improvement has only been measured by observation,
  benchmark software has not been used

  On my four year old laptop; top and gkrellm show a lower CPU usage
  while playing and the game feels smoother to me

- the ground image is now endless, it was possible to see the edge of
  the ground image

  the image will be replaced eventually


Speak soon

Meta Automata :: game / Meta Automata prototype :: 0.17
« on: Saturday 2016-March-05 04:36:39 PM »
version number: 0.17 (prototype)


MENDED: selecting an inventory item with:

        tab key followed by [ ] to navigate items

        was not working properly, kept bounce back to first item on
        page 1 of the inventory

MENDED: inventory page numbers flashed randomly


Speak soon

Meta Automata :: game / Meta Automata prototype :: 0.16
« on: Friday 2016-March-04 04:41:33 PM »
version number: 0.16 (prototype)


- tab to select inventory items, left and right brackets [, ] will
  scroll across next and previous pages respectively, selecting the
  inventory items

- shop text is more useful, briefly explaining how to sell inventory

MENDED: tab to show inv' item description, move onto shop, press e ::
      text overlaps

- show blueprint: page number / total blueprint pages

  see blueprints by pressing: B

- cleaned up other overlapping text

- blueprint window requires left-control + return, instead of just
  return; making the keyboard actions consistent

- added a blender object for turrets, press: T

  experimenting with blender objects as interactive objects, in place
  of basic blocks


Speak soon

Meta Automata :: game / Meta Automata prototype :: 0.15
« on: Thursday 2016-March-03 04:45:24 PM »
version number: 0.15 (prototype)


- rearranged text on the screen so it has some meaning

- tunnel entrances should match up so when the player enters a black
tunnel entrance, they move forwards to the next map

when they arrive there is a tunnel entrance beneath them and it is
yellow-ish, indicating that if the player enters it, it will move
them backwards to the previous map they just came from

so forwards and backwards tunnel entrances appear connected

enter a tunnel entrance by standing on it and pressing:

left-control + enter


Speak soon

Meta Automata :: game / Meta Automata prototype :: 0.14
« on: Wednesday 2016-March-02 04:47:13 PM »
version number: 0.14 (prototype)


- a targeting image is displayed on the screen the first time the
  space bar is pressed

  if the player has no ammunition or runs out of ammunition the
  targeting image will turn red

  the targeting image will switch off automatically after 5 seconds
  of no use or 1 second if out of ammunition

- POSSIBLE MEND: T key does not always place a turret

- more environment objects, spread out a bit

  player and parasites will probably be able to interact with them at
  some point


Speak soon

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