As I said in my last post here, a lot of things have changed since our little feline boss came hand in hand with this blog. When someone is out of touch with the videogame world, is so difficult to tell how much work is needed to build any kind of videogame from scratch, but those who tried at least once knows that even the most simple game can be a challenge for a sole developer. Unfortunately we belong to a group of crazy people who prefers to put their souls and their minds in impossible projects without expecting anything in return.
But at the end of the day we need to go out of our wonderful word of art, code and melodies to pay some bills or to attend our duties. In this scenario, it’s hard to keep your hobbies, even more if it’s as time consuming as videogame development, but is it viable to do it as a full time job?
A normal life by day and a secret one by night!
And here we are, back again with what is already part IV of our HaxeFlixel 2D shoot ’em up tutorial. I hope you are following up nicely until this point. But if you are not, don’t fret; by the end of the tutorial I will do a small recap through the most delicate parts of the whole process and I will post the full game code on Github, so you can all have the whole thing on your computers so you can tweak and modify it to your hearts content.
Ok, today we are going to do a few subtle things that we were missing and that must be addressed right now, let’s get to work!
Hello there!, today we are going to go straight to business by starting with the first stage of a multi-part tutorial on how to build a simple -yet very illustrative- game using the wonderful HaxeFlixel framework <3
The idea here is rather simple. We are going to create the skeleton of a 2D horizontal space shooter game, in the style of Gradius, R-Type or Thunder Force. You know the drill. But you probably have already seen lots of tutorials on teaching how to do something similar. Problem is, most of those tutorials show you how to build a game where there is no actual scenario or pattern to the game. Probably they just generate enemies and obstacles in a random way, and leave you with the simple goal of surviving and ranking up as many points as you can.
Having customized scenarios and accurate enemy placement really bring these games to life
That’s ok and really nice, but I want to give this tutorial a twist, and for that we are going to lay the groundwork for you to build a space shooter that you will be able to expand on. We are going to have custom levels that you will be able to design freely in a level editor, without having to touch a single line a code.
Are you up for it?, let’s get started then!
I have very bad news for some of you: video games are nothing more than colorful software with funny things like zombies, but at the end every videogame is nothing more than a complex software project.
What I’m writing about today? Why all those bad news? Today I’m going to talk about something boring for almost every developer, something necessary that all of us tried to avoid at least once, what must not be named!: Software documentation
Boss doesn`t like documentation either
Let’s say you wan’t to become a game developer at some point in your life. Let’s also say that achieving this goal is your top priority in life right now. It may be because you don’t like your current job (if you have one) or because making games has been your life long dream. It does not really matter why you wan’t to do this, at least not for me. It just matters to you.
What matters to me is the fact that achieving this goal is not easy. In fact, it is way easier to screw up by making simple -yet not so obvious- mistakes along the way. Today we are going to talk about one of the most important: not trying to build something so big that it can eat your dreams in one big gulp.
Don’t let your projects squash your dreams!