Today I added a two-player-coop mode. I used usocket for portable TCP sockets, and cl-store for serializing messages sent over the wire. The protocol is based on sending keyboard events between the client and server and running the entire game simulation on both the client and server. So far I've tested it on my wireless LAN between a Windows and a Mac machine and it seems to work reasonably well. I haven't tried playing across the internet but I suspect my current scheme would require tweaking to avoid lag.
Here's the daily video:
http://www.youtube.com/watch?v=RVvjhCvaWwU
Tomorrow's probably going to be mainly gameplay tweaks and bug fixes. I'm also hoping to incorporate better graphics :-)
On Sat, Dec 19, 2009 at 12:59 AM, David O'Toole dto1138@gmail.com wrote:
Hey Elliott,
Looks great! I especially like how the enemies avoid bullets and move around, it seems like this will add a level of challenge that the typical scrolling shootemup didn't have (typically enemies follow fixed patterns.)
On Sat, Dec 19, 2009 at 3:38 AM, Elliott Slaughter < elliottslaughter@gmail.com> wrote:
I worked on gameplay today. The enemies now spawn in waves, which get increasingly larger. Enemies have a chance of dropping upgrades which increase the number of bullets fired with every press of the trigger. Again, enemies are also capable of picking up upgrades, which can make the fight more difficult.
Here's the day 5 video:
http://www.youtube.com/watch?v=YUsLTzJ9CE0
I also worked on networking and multiplayer support for a bit, although it's too early to demo. I'll probably spend most of the day tomorrow working on that.
On Fri, Dec 18, 2009 at 12:34 AM, Elliott Slaughter < elliottslaughter@gmail.com> wrote:
Today I added animation support and did some significant tweaks to the AI. The AI is now aware that direct collisions with the player are lethal, so it will attempt to make a kamikaze strike if the player gets too close. The AI also shoots bullets, each of which deal 1 damage against the player's 4 health. Upon killing an enemy, a health pack is dropped which heals 2 health. (The AI can also pick up health packs, but can only do so by accident right now if it happens to fly through the pack.)
A friend of mine added support for firing three shots in an arc per press of the trigger. Theoretically this should be an upgrade in the game, but for now we just have it enabled by default.
Here is today's video:
http://www.youtube.com/watch?v=DnnHKvBHcww
Hopefully this link works for everyone :-)
On Thu, Dec 17, 2009 at 10:26 AM, Elliott Slaughter < elliottslaughter@gmail.com> wrote:
Sorry, I accidentally deleted the video. After some frustration with encodings, I switched to a different video capture method, so hopefully the following link works for you:
http://www.screentoaster.com/watch/stVkNXRkJIR19eQF5ZWltcXl5W/flgc_day_3
If not then I can try uploading to YouTube...
On Thu, Dec 17, 2009 at 3:33 AM, Aad Versteden madnificent@gmail.comwrote:
Hello,
The URL for this screencast gives me a 404. Care to upload it again?
Cheers,
mad
On Wed, 2009-12-16 at 18:46 -0800, Elliott Slaughter wrote:
Here's the day 3 video. I've added collision detection (so the
enemies
can actually be shot down), and some basic AI behavior (the enemies dodge bullets).
Enjoy :-)
http://screencast.com/t/YjkzNzA1ZjYt
On Tue, Dec 15, 2009 at 9:57 PM, Elliott Slaughter elliottslaughter@gmail.com wrote: I worked for a couple hours today and got the basics set up. The enemy doesn't move, and the bullets can't actually hit
it,
but hey, if you aren't embarrassed by your version 1, then
you
released to late, right? ;-) Anyway, here's a 10-second screencast of the game so far: http://screencast.com/t/NzRlMTBkYjU On Sun, Dec 13, 2009 at 4:28 AM, Elliott Slaughter <elliottslaughter@gmail.com> wrote: Hi everyone, I intend to start my competition entry on Monday. The game idea is a scrolling shooter game reminiscent of Raptor [1], an old DOS game. The game is be implemented in Common Lisp, based on
my
Blackthorn game engine [2]. Blackthorn itself uses Lispbuilder and CL-OpenGL for graphics. The engine is currently pre-alpha quality, but should be sufficient for a basic game. At any rate, if I spend some time fixing engine rather than game related issues, I believe the time will be well spent. The game is intended to run on Windows, Mac OS X, and Linux. (Basically, any PC platform that supports
SDL.)
I am also interested in getting the game to run on some sort of a mobile platform, but suspect I won't have time to look into that in only a week. Currently my best lead is ECL on the iPhone, but I haven't gotten the last known working build to compile on my system yet. I look forward to sending out further updates as development progresses. [1]
http://en.wikipedia.org/wiki/Raptor:_Call_of_the_Shadows
[2] http://code.google.com/p/blackthorn-engine/ -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it."
Alan Kay -- Elliott Slaughter "Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
-- Elliott Slaughter
"Don't worry about what anybody else is going to do. The best way to predict the future is to invent it." - Alan Kay
lisp-game-dev mailing list lisp-game-dev@common-lisp.net http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev