Everything In Its Right Place

From a gameplay mechanics perspective, everything is in place for the game currently known as Soul Train.  Since the last functionality update, here’s what has happened: Placeholders have been replaced with concept art for all aspects of the level Tunnels and flashlight interaction has been figured out Collision detection has been refined Button placement has more »

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Enemy #2 – Lost Soul

This is where I brushed off some of my old Flash skills and created a new type of enemy with an actual bone structure for (hopefully) easy animation.  I based the design for this character off a 1920s “Newsie” type guy, and added some glowing effects and transparency to make it look ghostly.  The drawing more »

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Tables And Probability

The level creation, in terms of the technical side of things, is getting pretty close.  Since there are no arrays or dictionaries in gamesalad, as you’d expect, everything is governed by tables.  The way it works right now, we have a table that keeps all the stats on possible enemies: hit points by level, speed, more »

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Some Initial Functionality

Well, I’m starting to get to the bottom of some of this gamesalad stuff.  About four days ago I made this initial test project.  I had a static guy.  Two bottons that controlled which way he moved.  And the background was divided into 3 sections (train cars) that randomly generated a color.  Looked pretty terrible, more »

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The Concept

Success.  We’ve decided on a concept for out 3 month, 2D sidescroller project. You’re a guy on a train going across the country.  You start out just emerging from the bathroom to discover everyone on board has turned into ghosts and they’re trying to kill you.  Each level you’ll make your way through the train more »

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