Archive for the 'GunCore' Category

Letting Others Play My Game

GunCore is my first game. Every mistake I’ve ever made in game development, I’ve made on GunCore. Despite my follies, through thick and thin, each month the game continues to grow and it’s finally able to be played outside of my Eclipse IDE.

I made a build a week ago and send it to 5 friends to give it a quick test.  Naturally, it was a disaster. The game is too early in development to be sent to someone without me beside them guiding them away from the incomplete sections.  As I answered my friends questions I realize that my prototype/feature priority needed to be changed. I need to focus more on patching the holes in my prototypes to allow the player to experience and critique the gameplay experience rather than the being lost in incomplete game states.

Since than I’ve been doing just that.  I’ve been cleaning up old test levels, rebalancing player and enemy attributes and temporarily removing all unnecessary, incomplete features.  My goal is to get an alpha build ready and start the play test phase of development.  GunCore is still far from alpha ready but at least it’s heading in the right direction.


New Test-Level Gameplay Video

Just in time for Screenshot Saturday 38.

This level uses the snap-to-grid feature to allow levels to feel more consistant with my old art. Also the new ImagePool class lets me fill the screen with many similar images with little performance difference. Now I don’t feel guilty with flooding the screen and building things out of objects for aesthetics and not just gameplay. I still consider a lot of the gameplay still in early development but here is a test level where timing the melee slash and enemy reload is the key to staying alive.

I whipped up these enemies last night while playing hours of DOOM on my iphone, dancing around imps with dual stick controls.  I liked in DOOM how an enemy’s corpse sticks around to remind you, on return trips, how hard you own (and that you’ve been there before) so  I added corpses to my new enemy monster.  They add the atmosphere I’m looking for but I’m not sure if they’re a final version feature.

Check out the video to see what I’m talking about.


You’ve caught me redhanded!

I’ve been slacking on my blog so here’s a recap of what we’ve been up to since last.

Playing With Art

I’ve been programming an image manager and when I needed a distraction from the code I decided to play with some art styles.

Our current walls have black borders around them, causing overlapping images to show their edges. This style creates a cut and paste look and I feel works well with my more cartoony colourful art.

Current Black Border Art Style

As an experiment I created some very simple images without black boundary lines or to much detail.  The level looks more continuous then previous. I can’t tell if I like it more or less without a test with some better placeholder art but it does give me a sense of mashed potatoes.

No Border, Less Detail Art Style

I had finally got around to implementing a grid on the level editor and snap-to-grid functionality to provide me with pixel accuracy placement of level objects. I had to draw up some quick pixel walls to give it a test.  This looks more like a regular 2D pixel game but my level editors rotate function ruins pixel art, so everything needs to be drawn to angle.

Pixel Grid Art Style

A.I. Fun

Matt has been working hard on our Flyer enemy A.I.  At first they would just chase the player but now they follow a state machine of actions that really brings them to life. The video below shows me playing around with a few.

Software Engineering

I’ve been working on a new image management system for the game.  I’m implementing a ObjectPool design pattern to manage all of the games images more efficiently.  I’m going to save the details for my next post. It’s almost done.


I’m going to focus on programming.  Programming is my craft.  I’m going to limit my other indie game dev duties for a while and get back to the coding.

Level Editor Prototype

This video shows the basics of our level editor.

Note: The music track for the video is missing.

In this video I tried to build the level in the order that I developed the editor. Features were added based on what I felt the game needed at the time to make me stop staying, “something’s missing”.

First, all I had were foreground walls and collision walls; the level looked empty, each platform felt like it was floating. I tried to fill them in with more wall images but it looked to cluttered.

Black rectangle walls were added to fill in the levels and make it look like each separate platform is part of a whole world.  Copies of each walls image were added with 50% brightness to use as background walls. Now the levels had enough depth for me have fun again.

Once I threw in enemies and items, the level editor started doing its job and my efforts could be placed elsewhere (eg: adding more guns) until that, “something’s missing” feeling comes back.

My First Game

This is GunCore (working title). It’s a Megaman/Contra inspired  2D platformer that my friend and I have been working on for some time.

I programmed the game in Java, drew the art with pencil and paper and used Gimp for color. It’s all placeholder art but I admit it is nice to see my poor drawings come to life on the screen.

Were still prototyping and brainstorming so the game isn’t close to ready and this is my first game so I dont really know what I’m doing, but the game is already fun. I must be on the right track.

I wanted to start this blog after I did a two person play test and learned a great deal from watching someone, other then me, play my game for the first time. It showed me how important, in early development, it is to get others opinions. Though the game is far away from public beta this blog will be a place to publicly post design decisions and features in hope to get some constructive feedback.

Right now I just wanted to give you a peek at what I’ve been working on. As I get more organized I’ll have a lot more info available.

Follow the dev on Twitter.

Error: Twitter did not respond. Please wait a few minutes and refresh this page.

About Me

Orun Irunmale
I'm Orun, an indie game developer. This is my development blog for all my software escapades.

RSS oruncode RSS

  • New Site & New Blog January 25, 2013
    All my blogging and game projects will be on our new site.  Come check it out. This is my last post here at oruncode. Advertisements
  • My Ludum Dare #23 Game April 25, 2012
    Made in just 48 hours, The Last Ride Home is a driving game that will test your reaction timing and your persistance as you try to drive through as many levels as possible. Here is a gameplay video. The game can be played in the Chrome Browser. You can play it now here is a link […]
  • March is my Month of JavaScript March 21, 2012
    March is turning out to be the month of JavaScript for me. Ever since I was asked to copy this game for a job interview a few weeks ago, I’ve been enjoying making anything I can think of with JS and HTML5 canvas. This was my first JS project. It’s an image matching game. I jacked […]