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Archive for November, 2008

Into the Platform Game Engine

Sunday, November 30th, 2008

Hi everyone,

Today’s post talks will be about how to design the most basic parts of a platform game engine. On our last post, I finished a simple Map Editor, now it’s time to put Ninja Stick Figure into action!

Defining the Ninja Action States

Most of you are probably thinking about defining the most basic and generic objects (EG: the main character, enemies, bullets, items, etc.), but since this game is supposed to be simple, we’ll jump right into the main character, Ryuuhi, since I’m more interested in developing the platform engine. For a more complex and bigger project, this definitely wouldn’t be the best approach.

Anyway, the first thing I have to think about are the different states that our Ninja has:

Every state is self-explanatory so there’s not much to explain. Defining how states work is easy, IDLE happens when you don’t press any button, WALK when you press Left/Right, JUMP when you press the “Jump” button, and so on. For now, I won’t be using the ATTACK state since I’m only interested in how Little Ninja interacts with the terrain, not with other objects. Anyway, it’s important to associate an animation with each state, as well as a transition between states: for example, the character may go from IDLE to WALK, but can’t go directly from JUMP to WALK. Anyway, this can be done with a simple Enum:

enum NinjaAction
{
    NJA_Idle = 0,
    NJA_Walk = 1,
    NJA_Turn = 2,
    NJA_JumpStart = 3,
    NJA_JumpHang = 4,
    NJA_JumpEnd = 5,
}

Enums are very simple but work well on cases like this. This way, if I need to define another state or need to change its number for any reason, the rest of the code stays clean. For example, the IDLE animation would be ninjaAnimation[NJA_Idle], which is easier to understand compared to ninjaAnimation[0]. As for  Jumping, three different states were defined: the part where Ryuuhi ascends (Start), the part where Ryuuhi doesn’t move and descends (Hang), and the part where he falls (End). In good theory, all states should have a generic outcome when you enter and exit a state, but as I said before, I’m more focused on game mechanics right now.

Note that Ryuuhi is facing to his LEFT on all the images. This means that, besides states, it is important to define the state’s direction too.

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Pretty settings and animation: let’s go!

Tuesday, November 25th, 2008

Okay, this time I have drawn some more natural looking terrain to make the game easy on the eyes. This is how Little Ninja will (hopefully) look like in action!

The game will sport a very japonesque look, featuring a lot of rocks, rivers, waterfalls, exotic trees, and cerulean skies. (Which pretty much renders our “keep it simple” useless…)

As for Ryuuhi, I still haven’t fully decided on the final look he will have, but he now has several animations, all running at full 30 fps. I swore I would never animate anything at that rate again after Wind and Water. But oh, well.

I also made this new tileset so that the engine Hao is making will look prettier, but he hasn’t even used my old new tileset!! Anyway, here it is.

Well, that’s it for today. Tomorrow I’ll keep experimenting with the animation. This project is advancing much faster that I expected, and I had a lot of fun playing with Hao’s preliminary engine!!

Time to build the Map Editor!

Wednesday, November 19th, 2008

Hi again!

If you remember last time, we were in the process of  defining what was important for Little Ninja’s new Map Editor. If you haven’t read the last article, it’s a good idea to take a look at it since I’ll be taking off right where I left it :)

Map Terrain Design (Part 2)

Last time we were overviewing the different terrain angles. After taking a look at my favorite platform-adventure games, I decided to keep three types of angles, remember?

Angles for map editor terrain

One may think that most platform games have a wider array of possible angles. However, in fact, I came to realize that a great number of games only use the 45° and ~26° inclination — Cave Story or Metroid, for example.

Now that I have chosen the three types of angles, it’s time to choose the different terrain directions. Fortunately, this is a very easy choice as tiles can only be transformed (rotated or flipped) into four different configurations, creating the following set of tiles:

Map Editor tile transformation

Now that we have terrain type, angle, direction, we’re all set to start making our Map Editor™ ! Before starting, let’s do a test-run on our current terrain:

Mockup tile map

As you can see, the combination of tiles allows a quite versatile design, while keeping it “simple”. While our Ninja trap does not look too smooth, remember that this is our mask! Further addition of foreground tiles will do the trick, believe me (I can’t wait for Yuan to give me some tiles). Actually, Yuan has already started drawing the prototype sprite art for Little Ninja.

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Little Ninja new Sprites and Tiles!

Sunday, November 16th, 2008

Well, after the Dreamcast release of Wind and Water: Puzzle Battles we had a short two week vacation which was mostly spent playing games.

Back on the drawing board, we decided to make a “small” game project which we could handle leisurely. So we chose to expand one of our previous projects, namely “Little Ninja” or “Shounin Ryuuhi”, a Ninja platformer.

First of all, I took the original main character and did an overhaul so that he would still be small (which is the idea), but versatile to animate. This is the result:

I haven’t decided on the final look yet, but this is probably what I will stick to.

Also, we decided to make a new “terrain interactive” engine, and we chose the following angles for tiles:

This is because a 45 degree angle is a perfect one-pixel diagonal line, and the other ones are perfect two-pixel diagonal lines. Any other irregular lines will need too much work to look elegant. This is a preliminary tileset to make the map editor a little easier on the eyes.Instead of just “pasting” the character on top of any terrain, we will make him really interact with it. So the little Ninja stands and acts differently depending on the inclination of the plane:

Finally, I made this “Stick Ninja” to test the animation flow and interaction. His name is Chopsticks the Ninja™. Having so much terrain interaction means a LOT of animation on my part. So there goes our “simple” game project…

Starting a New Project! (codename: Little Ninja)

Wednesday, November 12th, 2008

Hi everyone!

As you probably noticed, Wind and Water: Puzzle Battles for Dreamcast was released early this month, so we decided to start a new simple platform-adventure game, codename: Little Ninja!

Since Wind and Water was a very extensive and ambitious project, we want to keep this one simple. We’re mostly focusing on engine development, programming, scripting, as well as graphical issues that need to be resolved. Little Ninja may become the stage for our new big platform/adventure project, but for now, we’ll try to keep it simple, and we really hope this time we don’t mess it up :) We’ll be documenting the whole development process, both from my side (programming), as well as the artistical and musical part — Yuan’s part.

What is Little Ninja anyway?

少忍龍飛 (Shounin Ryuuhi — Young Ninja Ryuuhi) is an old Yuan Works project:

Yuan Works project codename: Little Ninja

That’s an old screenshot taken from the Yuan Works website. We’ll be remaking it from scratch, but the basic idea still applies.

Map Editor and Tile Design

Before starting to program directly on the game, there are several tools that need to be done beforehand. Fortunately, all animation and image editors used for our past project were dramatically improved while we were working on Wind and Water, however, one of the tools that is not too flexible is W&W’s map editor:

Wind and Water: Puzzle Battles world map

Wind and Water does feature a map (usually compared to Super Mario Bros 3), but we need something more complex this time. It’s time to design a map editor then!

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