GGJ Archives 2009-2012

jordi.fita's blog

We, too, have finished


We've spent the last forty-eight hours designing, developing, help growing-up, and ultimately care about our great passion: games. Actually, some, few, of us did spend the whole 48 hours in front of the computer, only leaving for lunch and other tasks that can't be ignored at all. That is what we call passion (or nerdness, your choice.)

The first real screenshot


Finally I am able to show up the first real screenshot of the game, without any "programmer's art" lying around :-)

This screenshot is the first of the many rooms that composes the game. Probably you will recognize the highlighted area at the foot of the monkey that is guarding the only door out of that door. This zone is the area that the monkey can see you and if you step over that zone, even if it just a little, the monkey will report you and the game is over (actually, the game is not over. It just resets the the same room again.)

Another graphic update


We have another cute graphic replacing the boring programmer's art that I grew used to. This time is the player's enemies: the bloodthirsty and highly organized monkeys that seek no more than (probably) rightful revenge.

First Sneaking Bananas Screenshot


Odin has been working on Sneaking Bananas' graphics the whole afternoon and it seems that he is going to spend the night as well. So, I've decided to share some of the art that he's creating.

The screenshot here won't make justice for the time spent working on the player's animation, but at least shows a glimpse of what Sneaking Bananas is attempting to look like.

Myself, I've been busy adding the animations to Ogre3D and Chris is working on the bait for the monkeys, the graphics of which I hope to post it here very, very soon.

Graphics on their way


We are using Ogre3D to create the game, as I stated on a previous entry, and our graphics asserts are, as I am writing this, being made in 3D Studio Max by our talented (and later joiner) Odin. But, our game won't use the full 3D capability that Ogre3D offers to us: we are going to pre-render the 3D models and use them as sprites.

Round and Round


Not much added, but now the guards can rotate and look for you in the field. Things get more exciting by the moment :-D

Seeing the enemy is key


We finally managed to create a guard that is able to see the player. And by see I mean that is able to know whether the center of the player is inside its own field of vision.

Now, I must admit that I am not very good at math, and I know that this prevents me doing the "great tricks" we are used to see in great games. I'll improve, though.

Commanding instead of guiding


I wasn't convinced of the way in which I moved the patrols around the screen using paths / segments. It felt very inflexible. For instance, how to tell the guard to wait between two path's segments and "scan" the room? Not easy with path, so I scratched that method.

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