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CBYPAAT Devlog #1

I have time off of uni and have beaten the games I wanted to play over that break so that means I'm going to start working on my shitty unity game again - and I'm going to subject everyone else to that process as well.

Finally finished with the bad programming for grades, time to return to the good programming for fun.


Anyway memes aside as it says on my profile I'm currently working on converting a project I made for a game jam into a full game. The game in question is called "Chess But You Play As A Tank." I've shortened it to CBYPAAT for blog titles and also cause CBYPAAT sounds like a fart which is funny.
The game is, at least in concept, a puzzle game based around using your infinite lives and the deterministic AI to find a way to kill every king in a level with your limited bullets. Most levels will require a mix of precise execution, careful planning and speedy reaction times. So far I have 5 worlds planned total, with one of those being finished. Each world is planned to have new mechanics, but hopefully those will not take toooooo long to program as they are mainly simple and the base game is currently bug free (Please don't be foreshadowing)
I'm planning to make devlogs either each day or each major development in working on the game (I haven't decided yet), mainly as a way to force myself to actually work on this thing, and to give myself little breaks to go write the logs.

That out of the way I can get to the actual devlog and updates bit of this devlog. Today I fixed several bugs in the game and tided up a couple of things.
  • Several World 1 levels were made easier since they are meant for the start of the game and are not meant to be grueling tests of skill yet
  • The bullet tracker was changed so that bullets were centered relative to the level, images of before and after are below.


  • The pieces now have a check when they are moving to make sure that they are still alive. Without this check pieces would previously make the game believe they were on a square they had planned to move to while they were still alive, making invisible walls for the enemy but not the player
  • A typo that caused non-square levels to be impossible to make was fixed
  • A '>' was changed to a '<' fixing the movement of upwards pawns
That's it for all I fixed today, its still the holidays so I was busy playing a board game with my family, I'll probably begin work on world 2 tonight.
Also just for this devlog (and I don't plan on doing this again) I made a YouTube video to serve as a demo for the first 20 levels of the game. Please understand that the level select menu, soundtrack and sound effects are all still very much things I plan to change in future, so sorry for their lackluster appearance as of now.

See the exactly 3 people that will read this either tomorrow or once I've completed World 2's new mechanics (which may also be tomorrow)


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Katie

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I love this. I'm terrible at coding so I could never make anything like it but your game sounds really cool and fun to play


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