Archive for the ‘Game Development’ Category

Far Trader download

Tuesday, February 23rd, 2010

Ive decided to upload the last working version of Far Trader. Feel free to download and take a look at what can be achieved with Game Maker in about 2 weeks with no prior experience of game development.

Note that what you download is far from what you would call a game, its just a collection of graphics and a ship you can zoom around the play area. My development version allows you to change the ship you fly and the weapons it has with a couple of variables, this demo does not allow for that, instead you are stuck with a small fast ship armed with a couple of shotgun type weapons. I do have working machine guns and missile salvo’s that follow the mouse and detonate after a preset period or when an object is hit.

I have decided to re-assess where I want to go with this game and how to get back into development. Its been some time since I did anything due to time constraints and lack of energy. I have been rethinking how I would like this game to work. As soon as I get my mojo back I will get back into development.

Download it here.

More 3D ship renders

Tuesday, September 29th, 2009

Its all quite exciting..

Top down view

Top down view

Cant wait to see this when its finished

Cant wait to see this when its finished

3D ship Render

Sunday, September 27th, 2009

The start of the Far Trader mkII ship

The start of the Far Trader mkII ship

A Friend of mine who has a talent for 3D work is doing a model of one of the ships in Far Trader. I can’t wait to see the finished thing.

Far Trader – Docking and HUD

Friday, September 25th, 2009

This week has been all about getting docking working. As trading will be the focus of the game, a system for docking at places to trade is pretty much essential. Along side the docking process comes the HUD. For now, the HUD shows some basic information such as ship hull damage, fuel level, throttle indicator, speed, grid reference etc. I have also created a radar system that centres around the player object. This radar gives a nice accurate system for showing where you are in relation to other objects in the room (hat tip to 3030 Deathwar for that idea).

Additionally, I have created a test system for changing the players ship. Object inheritance and changing is possible in Game Maker, but not something that I have found easy (until I finally started to read the GM Manual!), so now you can switch between 2 different ships that have different stats on the fly.

Docking has been a complicated affair as im still learning GML, but It has forced me to restructure a lot of the code in the process, producing a more organised application structure.

Wont say any more at the moment, but heres some screen grabs:

the HUD display with docking ring active

the HUD display with docking ring active

More ship sprites

More ship sprites

Far Trader, finally some action

Wednesday, September 16th, 2009

Finally, some in game action

Finally, some in game action

Collision detection in place,as this image proves. I also has to rewrite a lot of the scripts and methods I was using. I had gone down a path of objectiveness that was counter productive to how Game Maker works so had to start from scratch. I made a lot of progress this evening.

I now have the basics for:

  • Ship movement
  • Inertia on movement
  • Particles to represent the ships engines
  • Collision between objects
  • Working projectiles
  • A very basic object health variable
  • object damage based on damage value in projectile object