Sunday 12 December 2010

New Site!

The Enigami Games website has gone through some changes. The most notable change is the introduction of a brand new, ultra shiny theme! The old site was a bit too cluttered for me, so I made it simpler. Also, white, grey and red just wasn't cutting it, so now we've got black, silver and blue. Overall, much nicer to look at in my opinion.

The "Games" page now uses php to handle which page/game you're viewing rather than seperate pages, which will hopefully work alot better. I still have a lot to do, but you can check it out here.



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Some news on Aspiria now; trees and fences! That's right kiddo, trees and fences have been added to the tech demo of Aspiria's new 3D engine.



Saturday 4 December 2010

Aspiria- So much news!

New Story
The story of Aspiria is being completely rewritten! The old plot was full of holes which we just "wooshed" over, and the "powerlevels" of different characters could change in seconds just because the plot demanded it. There was a God-Clown, a race of 300, possibly gay and completely unstoppable badguys who for no real reason went into hiding. There was no order AT ALL.

We have thus started again. Alot of of our favourite characters and ideas are being brought over to the new game, but everybody has been bludgeoned repeatedly with the "nerf-bat". The ridiculous ideas are being replaced with slight less ridiculous ones, and everything should overall make much more sense.

New Engine
With the new story comes a new engine. This wasn't originally the plan, but after finding a FANTASTIC walking animation here, I decided it was worth a shot. Since finding the animation, I have created fences, trees, a sword and shield (with working sword slash animation) and a semi-working inventory and equip item system.

I am currently working on finishing the inventory and equipment, and will then work on slightly more important issues.



Tuesday 16 November 2010

Fallout 3 and Christmas

...or something.

Yeah, so I was playing Fallout 3 on the weekend and I had a lot of fun. There are a lot of really great ideas in that game that I want to bring into Enigami Games' projects. I am thinking about how to do so right now actually.

Also, I won't be doing any coding for a while. Some time after Christmas I'll get back onto it, but until then I will mainly be focusing on concepts and ideas. I'm going to have a lot to do when I get back to coding. Haha!

Sunday 17 October 2010

Aw Jeez...

I've been having some bother with certain parts of code for 3YAC, and I am not entirely sure how I will go about fixing them. That, coupled with the fact that I have been helping my dad with building the extension to the house these past couple of days, means that progress is rather slow.

I have, however, got something to show you guys.


So as you can see, we now have a functioning textbox. It is currently not online, but should be easy to convert because of a similar way of coding them. Now I just need to code item-links in (something I've been having trouble with).

UPDATE: I've got item-links working! Woohoo!

Thursday 14 October 2010

3 Years and Counting: Coding Begins

Wooh, a second post in a day. That's dedication for you! Anyway, I have some pretty great news; Enigami Games' online zombie shooter, "3 Years and Counting" has gotten off to a pretty great start. I made some player sprites for the game, we did some planning, and I have gotten some of the harder parts of code (hopefully) out of the way.



I intend to use a modified version of my "Cool Space Shooter" engine, which I actually just changed to allow an "aggro" system. This is currently very basic, but it does make enemies follow a player that attacks them. This is done through connections from the client, to the server, to all the other clients. After spam-attacking the aggro-able object for a good while, I noticed no notable lag and considered it a success.

The next thing on my to-do list will be to improve the aggro system, and to test it on a slightly larger scale, and to possibly get started on the chat system.

ALTPLS: Graphics Update

After being told by a member of the GMC that the graphics of A Less Than Perfect Love Story were not good enough for me to realize my dreams of making the game commercial, I have decided to make them less pixelated, and more detailed. 
As you can see, it looks an awful lot nicer than it did. Also, the game is going to be pretty much remade to seem a lot more professional, and a lot less like I made it.


The levels are going to be re-done for the following reasons: most of them are too easy and I want to make the room transitions nicer. In the closed alpha of ALTPLS (released to my friends shortly after Demo 2 was released) it was discovered that really only two of the levels were hard... maybe three. That just won't do... won't do at all.


The menus are also being redone because, again, somebody felt that they weren't good enough for a commercial game. I am, therefore, going to do something clever. Don't ask me what... I'm still planning it.

Wednesday 13 October 2010

Hai Guise!

Hey there, Rouge from Enigami Games here. I have set up way too many blogs in my lifetime, but this will be the last... I promise.

With this blog I intend to give you all the latest on Enigami Games (the site is still a work in progress) and the games that we are making. I will also be giving readers a little bit of an insight into what I do when I'm not programming (but will try to keep this to a minimum). I will do my best to be interesting here, because I actually want people to READ this stuff.


And that's all, thanks very much guys. :D