Photics: Revisions - Course Correction
Photics
Member Posts: 4,172
Hi! This is my first post! I'm starting out by detailing my journey. Today, I start with a good idea. What will happen from there?
This is a copy of what I put on my website.
http://photics.com/photics-revisions-course-correction-can-it-be-done
At my site, you can see the illustration of what I'm aiming for.
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It all starts with an idea. There's a vision in my head... a space-shooter video game. I've been wanting to make a video game based on my book Photics: Revisions ( http://photics.com/books/photics-revisions ). With the iPhone and GameSalad, there appears to be a road to victory, but can it be done? I'm not sure, but I'm going to document my progress. The more I research the matter, the more confident I become. Yet, the idea to make "Photics: Revisions - Course Correction" is not new. That idea has been bouncing around in my brain for years. Has technology finally caught up to fantasy? Do I finally have the tools to make my dreams a reality?
When I first had the idea for PR:CC, I was looking into XNA. Could it be possible to actually make a game for the XBOX 360 and PC? Well... it was possible... but it was just too hard for me. I tried messing around with 3D graphics programs and a complicated programming language. I didn't have much success. I ultimately gave up on the project. I felt that Flash was an easier platform to work with. But that was also too cumbersome. With ActionScript 3, I felt lost. I felt like I had to start over with each upgrade. It was discouraging. My idea was pushed aside.
But recently, I've had some success with mobile development. Google Android sparked my interest in game development. Thousands of players joined up to try Guild Wars: Conquest ( http://photics.com/conquest ). Why couldn't I achieve similar success with the iPhone? The bar is raised higher in that market. But with a copy of GameSalad and my Mac Mini, perhaps I should try again.
Since it's going to be primarily for the iPhone, I realized that I had to make a few adjustments to the controls. Yet, I'm still not sure if my control scheme is even possible.
This is a copy of what I put on my website.
http://photics.com/photics-revisions-course-correction-can-it-be-done
At my site, you can see the illustration of what I'm aiming for.
__________________
It all starts with an idea. There's a vision in my head... a space-shooter video game. I've been wanting to make a video game based on my book Photics: Revisions ( http://photics.com/books/photics-revisions ). With the iPhone and GameSalad, there appears to be a road to victory, but can it be done? I'm not sure, but I'm going to document my progress. The more I research the matter, the more confident I become. Yet, the idea to make "Photics: Revisions - Course Correction" is not new. That idea has been bouncing around in my brain for years. Has technology finally caught up to fantasy? Do I finally have the tools to make my dreams a reality?
When I first had the idea for PR:CC, I was looking into XNA. Could it be possible to actually make a game for the XBOX 360 and PC? Well... it was possible... but it was just too hard for me. I tried messing around with 3D graphics programs and a complicated programming language. I didn't have much success. I ultimately gave up on the project. I felt that Flash was an easier platform to work with. But that was also too cumbersome. With ActionScript 3, I felt lost. I felt like I had to start over with each upgrade. It was discouraging. My idea was pushed aside.
But recently, I've had some success with mobile development. Google Android sparked my interest in game development. Thousands of players joined up to try Guild Wars: Conquest ( http://photics.com/conquest ). Why couldn't I achieve similar success with the iPhone? The bar is raised higher in that market. But with a copy of GameSalad and my Mac Mini, perhaps I should try again.
Since it's going to be primarily for the iPhone, I realized that I had to make a few adjustments to the controls. Yet, I'm still not sure if my control scheme is even possible.
Comments
Today was a big day. I went from feeling like this project was impossible, to becoming incredibly motivated. Yet, the main question remains... can it be done? Yes, of course! A better question is... can I do this?
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If people seem interested in this story, I might keep this thread updated.
So, after that, hello GameSalad world!
To be fair, I think that all the stuff you've listed *can* be done. Please take some time to look at the templates and examples made by the GS and forum guys and gals. They will serve as a useful guide as to what you can do (indeed, I'm using CodeMonkey's joystick demo as the foundation for a project).
Good luck to you! Hope you get to make the game you want!
And welcome to the forum!
Cheers,
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
There's even links to the wiki in my post.
I didn't see directional fire though.
...and I'd get a lot of errors looking at the wiki too. It was as if the links changed too.
One of the ideas of this post is to look back and laugh at what was once hard. I remember having to do character movement with Flash... it was hard. XNA... it was also hard!
Today, I'm working on backgrounds. It's harder work that I expected, but I'm happy with the progress. I thought about using images from NASA, but instead I created something unique with Photoshop. I think it looks great, but the file size is larger than anticipated. The 1024x1024 image (PNG-8 with 64 colors) is 541 KB. At first, I didn't think a 10 MB limit would be an issues, but now I'm starting to think otherwise. Plus, to give my game value, I think it should have levels.
A new challenge is to think of other types of game levels, while keeping the game under the limit.
I read and watched some more tutorials too. Tshirtbooth does a great job at creating video tutorials. I wasted some time trying to figure out what screen recording software he used... but then I realized I should probably focus on making my game.
I didn't have much success with iPhone development. I felt like I wasted money on registering as a developer and buying a Mac Mini. But now that I'm learning about GameSalad, I'm more optimistic.
Yet, this has me wondering about the iPad. If I simply make all my images larger, maybe I'd only need one version of my app. I've seen how the iPad increases the size of iPhone apps, in order to be compatible with the existing library. Will the iPad take advantage of the higher-res graphics? I don't know. For improved sales, I'm thinking it's probably better to make an iPad version.
I also experimented with controls today. I've been messing around with the Space Rocks example. I think that the round collision detection and rotation will work great with my main character. I haven't been able to master rotation though. I pressed left and the character spins at weird angles. I was trying to get my character to turn in the direction it's pointed, but I couldn't get it to work. Space Rocks has a slightly different control scheme than my game. Space Rocks uses thrust. I suppose I could switch my control scheme to thrust, but that might be weird for those using the Accelerometer.
Heh... it seems that I've been working so hard on my game that I forgot to eat. I suppose I should go and do that first.
There's preview artwork at my website...
http://photics.com/course-correction-artwork
It reminded me of Tom Hanks in the movie Cast Away...
"I HAVE MADE FIRE!"
I could tell it was a good effect because I kept playing with my game... flying around the screen... watching the cool trails of flame. It was nice!
I'm worried about particle effects though. I don't know what kind of performance hit this is going to cause. I did manage to find a way to save some memory. Instead of having two effects for each thruster, I just combined the two ship thrusters into one image. This also made the math easier to understand.
At first I was off to a pretty good start. I created fairly realistic sounding thrust. (Although, realistic is funny for a space shooter. Realistic sound effects in space could be no sounds at all. Heh... but that would make for a pretty dull game.) I tried playing around with Positional sound, as dynamic sound effects make for a more engaging experience. Although, it didn't work out the way I had planned. The sound was just stuck on one side, not the way I expected.
So, I did it mathematically...
25/(abs( game.Fighter X - self.Position.X )+abs( game.Fighter Y -( self.Position.Y -350)))
That's the volume for the main thruster of the capital ship. The thrust sound gets louder as you fly closer to the rear engines. I'm really impressed with the way GameSalad works. It really does make game creation easy. It also has a lot of options. With GameSalad, you don't have to know programming...
...but knowing math helps a lot.
It would be nice if the effect was in stereo, but that's good enough for now. Considering the main objective is to defend the Capital ship, it's nice to be able to hear it.
I spent a lot of time getting the gun sound just right. I think it's pretty good. I have two different versions... one regular and one power-up. This is important as I'm thinking of incentives for people to buy the game. I realize that I'll probably need a "lite" version and a full version of the game. With that on my mind, I'm getting frustrated. The pressure of standing out in the App store is often on my mind. I'm working hard on this game, but will it be successful?
With my game nearing completion, I'll likely to find out soon.
Getting the GameSalad viewer was tricky, but I got it to work. My iPod was too new. I had to upgrade my SDK. That wasted about two hours.
Everything else is done... I have a cool title-screen, instructions, power-ups, levels, great sound effects, awesome music. I'm going to improve the controls and then I think I can launch my game. I've made a list of people on this forum that were helpful and/or friendly. I think I might send them promo codes... but that can't happen if I don't get my game online, so it's back to work for me.
Might do a postmortem on one of my games at some point
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I'm going to wait until the game is approved, then I'll launch a "lite" version.
What was the hardest thing about the project? - It seems like there was always some technical hurdle. Once I figured out how to do one thing, there was something else to learn... controls, getting different actors to interact, radar vs minimap. There were many spots where I could have just given up. Staying determined is important. Testing was also a lot harder than I thought. On the Mac, my game played great. When I tested it on the iPod, it was horrible. I spent two days tweaking the game to be fun on the iPod.
What was the easiest? - The particle effects and physics are amazing. My next game is going to focus more on this. GameSalad made it really easy to add some great effects... like collision detection and thruster effects.