My Game Dev Log

On January 25th, I found myself sick at home. Rather than loading Netflix, I bought a $6 online course that taught me how to build video games. My daily log, thoughts, and ideas live below.

Jetpack Wannabe - A game inspired by Jetpack Joyride. Player must collect coins and avoid missiles.

Plonko (dev) - A game inspired by the game “Plinko” from “Price Is Right”. Tests immovable objects and PhaserJS’ default physics engine.

  • 1/27/2016 - WIP: concept allow user to tap and drop a plonko disk anywhere at top of screen. User gains points by having it drop closest to middle. Level design would become increasingly harder by decreasing disk size or more obstacles.

    • upgraded Phaser to 2.4.4
  • 1/28/2016 @ 12:30a launched v1 to public on FB, Twitter, 🍑 Peach

togetherogue GUI (dev) (poc) - A collaboration with @ittaig – This PoC is a GUI for a telnet based MMO roguelike “togetherogue”

  • 1/28/2016

    • began work as part of Hack50 @ Facebook
  • 1/29/2016
    • Built a proof of concept that dynamically converts this text from a captured Telnet session into sprites.
  • 2/5/2016
    • Ittai implemented Websocket support
      • spkkn-gui now connects to spkkn via ws
    • Got the live GUI POC to render here
    • Added keyboard support
    • Added graphics for: bat
  • 2/6/2016
    • Added keyboard support for all keys plus sends uppercase when Shift key down
    • refactored rendering engine to store graphics in a 120x45 matrix. graphics stored are cleared each time the block is rendered.
    • refactored rendering engine to use Phaser sprite groups vs individual sprites. sprite groups are cleared out on each time a cell is drawn. this allows for tracking multi layer sprits.
    • Added graphics for: potion, weapon, armor, staff, scroll, stairsup, water
  • 2/7/2016
    • Added graphics for: door, zombie, centaur, npc, trap
    • Began integrating with full Phaser JS game
      • need to add preloader, load screen, and disconnect screen
    • Day off for Superbowl party w/ friends
  • 2/8/2016
    • v1.0-alpha launched! try
    • Finalized integration with Phaser
    • Upgraded item graphics
    • Some minor additional key mappings added for {, }
    • Added all remaining sprites for monsters!
    • Performance tuning and another round of bug smashing.
    • Now using UglifyJS to compress JS into one file for production
    • Added new BGM - “This House” Kevin MacLeod (incompetech.com)
  • 2/9/2016
    • Drastic 50% reduction in browser CPU usage by using PhaserJS Plugin saveCPU.
    • More bug fixes – trying to isolate issues with pixels when moving.
    • Slayed the final (hopefully) 2 bugs !!!
    • Removed BGM ¯_(ツ)_/¯
    • Added sounds for certain actions like going upstairs, downstairs, when hit, and when regaining hp.
  • 2/10/2016
    • Added a graphical Heads Up Display (HUD).
    • Added random residue around the dungeon (12 separate sprites are chosen with ~40% chance)
    • Resolved final issues.
    • Now renders HUD when user’s maxHP is > 0
    • Added zap graphic for throws and staff zaps
    • Prepping for first release.
  • 2/11/2016
    • Launch day???
    • Displays “DEAD” when player has 0 HP
  • 2/12/2016
    • As requested: I added support for holding down direction keys. Also, HJKL vi style navigation is now supported.
    • Beta is launched and being tested.
    • New sprites being added! We’re updating all the sprites from my hand drawn 24x24’s to 16x16 by an artist. This should tie together the whole game.
  • 2/17/2016
    • New sprites added!
    • New version pushed live.
    • Testing marketing the game to fans of other roguelikes
  • 2/18/2016
    • Support for repeating keys added
  • 2/23/2016
    • New HUD to include Score
    • Added support for SHIFT-1234567890

3/2 * Enable repeating keys only after game begins

  • Works cited:
    • Uses latest PhaserJS
    • Original sprites based on this sprite kit from ordinal
    • uses silkskreen font by kottke

Product Hunt-o (dev) – A special edition version of Plonko but with cats and copyright violated images borrowed without attribution from the internets.

  • 1/28/2016

  • 2/1/2016

    • Upgrading Product-Hunt O to use P2 Physics engine.

Rollnut (dev) - Object of the game is to roll a donut down a ramp to see how far it can go! Timing and height of drop will vary distance traveled. Side goal is to become familiar with the different Physics engines of Phaser.js.

  • 1/30/2016 - assets designed and layed out, base in place. Next need to implement p2 or ninja physics.
  • 1/31/2016
    • Trying out P2 physics engine. This engine allow identifying the physical shape of an object. This allows more realistic interaction with other objects in the space..
    • Downloaded PhysicsEditor! PhaserJS’s P2 implementation allows importing polygonal information output by PhysicsEditor!
    • 10am - I got the physics working okay. Now need to think about how to vary gameplay: obstacles? powerups?
    • I want to make this a single tap type game, so space bar or tap on screen will make the donut hop. Maybe it could be an endless level where the user needs to hop over obstacles until they come to a complete stop or fall off map. This would then prompt the highscore page.

Lofty Goals

  • Release a 3d game (Unity)
  • Release a game on Kongregate
  • Build an RPG
  • Build a surfing/boogie boarding game
  • Build an audio game
  • Build a game dependent on real time or near real time interaction (PubNub)
  • Build a side scroller adventure.
  • Build a particle demo like Epic Megagames (Tyrian).
  • Build a vertical shooter similar to Epic Megagames (Tyrian).
  • Build an MMO with chat.