Sunday, October 30, 2011

Website, Title, Icon and Firing Animation

So I went ahead and bought a domain: For the time being, it redirects here but we might end up creating an actual website(if we have the time). I added a title and icon to the game, check it out:

I also added the firing animation to Waddy(the Player) though it isn't perfect yet:

Saturday, October 29, 2011

moar sprites

Level 3 finds our intrepid hero venturing into the skeleton of a US Navy destroyer, where the ensuing nuclear fallout has caused the local sealife to mutate and glow in a highly convenient fashion.* But Waddy's not the only one interested in the data found within this wreck...

...and he just might find that in Communist China, level edits YOU.

*This game is set in a version of the future where nuclear powered destroyers are commonplace.**
**We're not making this up as we go along, I swear.

Thursday, October 27, 2011

More music!

I realized last night that I hadn't finished the level 3 music. Since we're planning on adding level 3 this week, it was kind of an issue. Here it is.

Tuesday, October 18, 2011

The world is useful

A lot of new gameplay elements have been added for assignment 6. Adding them required us to move away from pygame's sprite groups and implement a general world class. This gave us more flexibility in coding the way entities interact with each other.

One of these additions is the actor/health system. We display the player's health with a new light type that is attached to the player. The light displays as a green forcefield for full health, a yellow forcefield for damaged, and a red forcefield for critical. The light also allows the player to see where the dolphin is onscreen in the dark due to the forcefield.

The world class also makes it significantly easier to add more complex enemies. On the right is the first boss of the game. All four guns can now shoot. The boss also triggers a chain reaction of explosions for its death sequence.

Wednesday, October 12, 2011

like a boss

Got the first boss sprite done! This will be the boss for the second level. Some minor adjustments will still have to be made--I'm not entirely happy at the bubble speed in the middle there--but other than that I'm pretty happy with how this turned out. We'll see!

Sunday, October 9, 2011


I've been working some of the music for the game. So far a lot of tracks have been started but only one has been completed. Here is the main theme for the game.

Sunday, October 2, 2011

everyone likes explosions

Just one animation this time, for exploding enemy vehicles:

There's also a new animation for Waddy's firing action, but we're working on ironing that out a bit first before I post it here. Or something. I'm not entirely sure what I'm talking about there.

Most of my animations are taking rather more than the suggested 3-5 frames, mostly because I feel they simply look smoother with more frames. It's admittedly very time-consuming and we'll see if I can keep this 9-11 frames thing consistent when we near crunchtime, but for now I think the work is paying off.