Darwin's Aquarium
All Things Related to the Development of Darwin's Aquarium!
Friday, June 22, 2012
Sliding Menus and Animated Seaweed (6/22/2012)
Monday, June 18, 2012
Sound Effects Preview
Nate Manuel contributed great sound effects for Darwin's Aquarium, which I have spent the day incorporating throughout the game. All sounds are original recordings with no post processing; work is to be done, but it establishes a solid starting point to build off of.
Along with the new sound effects, several months ago he made me this ambient track for the game, check it out!
Along with the new sound effects, several months ago he made me this ambient track for the game, check it out!
Thursday, June 14, 2012
User Interface Updates
Working off of the basic layout I had previously sketched out, I have fleshed out a more complete version of the user interface. Some of the more prominent changes has been new graphics for the "Upgrade Food" and the back button; stand alone screens for creatures and structures; a trophy room to display your achievements (both complete and incomplete), and a save load screen.
Work In Progress of the Shop
Monday, May 14, 2012
Start of Summer Update
Much of the game is coming to fruition, the building creation system is nearly complete, I have finished the "auxiliary" menu which appears when structures or creatures are selected, and I have begun implementing a save system (finally!) using Gson. Gson is a fantastic google project used to convert Java Objects (and primitives) into Json and back in a very intuitive fashion.
Much of the AI is coming to terms, a couple last bits of refactoring is needed then it just needs to be flushed out. In particular the happiness attribute of creatures need to be implemented.
My hopes are to raise enough money to pay for some kick-ass art.
I'm planning on working towards setting up a Kickstarter soon. If that falls through, I plan on honing my photoshop skills a whip up some reasonable art assets.
On another note, the sound is currently in progress. My good friend Nate Manuel (who has been with me on this project since day one) has created an ambient styled track for the music, and will be creating all of the sound effects. I'll throw up the ambient track here later in the week when I take some time off of programming.
All in all, I believe the game is on time to be released when school is back in session. Happy Mothers Day to all!
Friday, April 20, 2012
Structure Creation System
Everything is beginning to come to fruition, with the code settling down towards a more finalized state. Since starting this project I've learned magnitudes more about programming than previously.
Nothing could possibly be more rewarding than creation. Everyone has a little bit of a god complex laying latent. I wish to give the player the since of creation. There's a difficult balance to maintain here, it must be simple enough that anyone can use while still allowing for creativity flourish.
To achieve this there must be an adequate number of choices, each of which must effect the game in some manner. While effecting the game aesthetically is easy to achieve, I hope that the choices will effect how the game plays out.
For instance, there will be a treasure chest which collects coins giving the player 60 gold for the Golden Doubloon rather than the standard 50. The player can also purchase a coral reef which the user will have the ability to manipulate the shape via adding and changing 'branches' by choosing the node they connect to and the angle at which they come off of. A clever player might realize through particular coral reef designs, you could route more coins towards the treasure chest resulting in more gold.
I had the opportunity to use my existing game engine in a theoretical physics project. Since I was already implementing Box2D in my game I thought it would be fun to show chaotic motion in Box2D, using my structure creation system as a way to allow the player to build arbitrarily long pendulum chains. Each pendulum bob leaves a trail of dots in an Angry Birds-esque manner. It's not too much but it's a good demo for what I've been working on.
Most importantly I made my object hierarchy much more shallow, moving more towards composition. In my case, this has lead to much smaller light weight classes and less bugs. I have implemented state machines (along with an event handler) rather than using a convulsive system of case blocks.
Demonstration of attaching two objects |
To achieve this there must be an adequate number of choices, each of which must effect the game in some manner. While effecting the game aesthetically is easy to achieve, I hope that the choices will effect how the game plays out.
For instance, there will be a treasure chest which collects coins giving the player 60 gold for the Golden Doubloon rather than the standard 50. The player can also purchase a coral reef which the user will have the ability to manipulate the shape via adding and changing 'branches' by choosing the node they connect to and the angle at which they come off of. A clever player might realize through particular coral reef designs, you could route more coins towards the treasure chest resulting in more gold.
Chaotic Motion Demonstrated Through Pendulum Chains In Box2D
Saturday, March 10, 2012
Darwins Tank Meets Box2d Physics Engine
Box2d in all it's glory |
Friday, March 9, 2012
Daily Update of March 8th, 2012
As of 3/9/2012 |
- Bubbles which float up and pop when you click them
- A geyser which emits bubbles in a variety of sequences
- More interesting sequence for emitting food from the volcano, as opposed to emitting all the food at once
- A specific food type and different particle effects for the volcano
- A minnow fish to act as a feeder fish for the predator
- A high priced exotic fish, temporarily named the Clown Fish
- Two different types of seaweed, one of which grows food to act as an additional way to feed your fish
- Five more types of coins
- Treasure chest, which will soon collect coins
- Updated collision detection engine
- Fixed predators eating objects of no hunger value, such as crabs
- New and improved graphics!
What's To Come
- Improved building placement scheme with some sort of "grid"
- The ability to "design" your own structures by adding on attachments
- Adding in the additional store screens for more buildings structures and creatures
- The ability to knock food off of the plants
Subscribe to:
Posts (Atom)