Wednesday, December 25, 2013

I will be on a short leave.

I have received many new games for Christmas(AC4), so that will consume my time up to this weekend, and that I will not be able to get on my computer for the first half of next semester because on intense exam studies(I didn't do too well on mids, but I need to to alot better for finals). So this will delay the development of the game, but when I return I will surely come back with a punch and make up for lost time.

Although Arcie will continue updating you guy's regarding texture progression.

Stay Crazy(and make good grades), Monkey

Tuesday, December 24, 2013

Contact Me

If you would like to contact me/arcie, please email us at

telpathstudios@gmail.com

I plan on getting our own domain once revenue starts flowing, but until then, gmail it is.

Stay Crazy, Monkey

minor Update 2

Hey, Monkey here

To day I bring you the 2nd minor update. (psst, the next will be a major)

Added Features:
  • Added a tutorial level(Displays controls, and so on)
  • Added ability to enable/disable showing FPS in the title bar.
  • Character Model
  • Character sprite faces left/right depending on the way your moving
Extra things: 
  • Fully over hauled the texture loading system. Before each object that need a texture called it from their own class, but that made it very messy and disorganized and weakened the stability of the game. Now all textures are loaded and called form a TextureBuffer class.
  • Me and Arcie went through the whole level/class features thing and organized the ideas, and we planned out the bosses/mini-bosses. We currently have 25 levels and 6 bosses , and if I remember right 3 mini bosses, but I plan to add alot more levels to make the story longer, and more immersive. I promise you will have lots of time just indulged in the story.
Things Still not fully implemented:
  • Added ability to click options to change them(actually that stopped working as well, but its hidden in there.)(They still don't do anything)
  • Tutorial level, I'm working on making it to where when you jump for example, it removes the "Press Space to jump" from the screen, but I'm weirdly running into trouble with sush a simple thing.
  • Partially added a Level object caller to I can be like Level level = new Level() and so on so I can create a separate instance of each level to edit, while still keeping it clean, and tucked away in its own class.
  • Still working on the engine. I will soon go through and add a bulk of extra features that I don't need for the game at this stage, but will be out the way for when I need them.
  • Fullscreen became quite glitchy for some reason, I'm on it to fix it better than it was before.
Screenshots:





Tutorial level

I will edit this post in case I miss any features

Stay Crazy, Monkey

Monday, December 23, 2013

My new quote.

I have 6 speakers speaker's wires just twisted up and shoved in the 2 tiny channels of my small stereo.

"The satisfaction of danger is reserved for those who embrace it. " - Monkey(Jacob)

BTW: minor update coming soon.

Stay Crazy, Monkey

Sunday, December 22, 2013

minor Update 1

Hey, Monkey here

I have added the following:

  1. Fullscreen(Game/Launcher).
    1. Can be achieved by pressing 'F2'.
    2. If you set it to fullscreen during the launcher screen, the game will come up fullscreen. If you don't, then both windows will remain windowed.
  2. Back-button(Launcher) 
    1. Won't be visible while at the main screen, but will appear at any sub screens and will return you back to the previous screen(eg. main → options will return to main, but main → options → advancedOptions will return to options). very simple, but adds to the polish of the game.
That is unfortunately it for complete features, but the following are features that are semi-implemented:
  1. Working options menu. Currently will load options from .properties file, but won't actually make use of them yet. 
  2. Game Engine. I am still in the mid-stages of the game engine, but once its finished it will greatly speed up the process and keep loads of functions form building up in main classes. Won't be noticeable to you, but will have an indirect effect on the stability of the game.
I believe that's it for now, I will surely add any missing features that i forgot to the list if I notice them.

Screenshots:
                                         Here's a snippet of the options menu in the launcher. They currently are just printed fonts(they don't do anything) but they will represent what it will be. Sorry about the horrible background gradient, it doesn't look near that choppy in-game,  must be Fraps. Also ignore the '(DEBUG Default(Final))' I put       that in there to remind me that the medium doesn't mean                                                   anything, its just running at default source.

Stay Crazy, Monkey



The Team

The Team

Monkey(me) :
I am the. Lead developer for our team. I startes into programming a couple years back but got disinterested. It started when I was playing around in the level editor for a game called roblox.  It uses the lua scripting language. I never really understood the concept at that time but I knew I wanted to do it. I later found out about a game called minecraft that was written in java. This game had high mod support so i began writting a couple mods, but none of them turned out well enough to see it through to the end. I later became really indulged it the concept of making my own game. I went through many ideas and some i still keep at the back of my head for me to use at a later time.

Stay Crazy, Monkey

Arcie:
I am the graphical artist/designer of this project. We started this project on December 15, 2013, I always had an interest to draw so when Monkey said he was making a game I asked if he needed someone to do the textures. I also make ideas for the game with Monkey. I also want to hear lots of feedback on this and we would love to hear some ideas also.

Arcie (Stay frosty)

Saturday, December 21, 2013

Hello

Hello guys my name is Arcie, my real name is Jalen ( I rather Arcie though ). I am helping Monkey with this game. I am the so called "graphical designer" of the game. This isn't a long posted just wanted to say hi.

Arcie :)

Hello World, Monkey here.

My Game:


So I have officially started development on a game built in Java. I started it around 12/15/13, and have been working non-stop. I plan to make periodic updates concerning the development stage that I am at. 

Things I have no plans on doing:
  • Releasing development builds(eg. alphas, betas, snapshots, nightly releases, what ever you want to call them.
    • I MAY find a couple people that I don't know as beta testers to critic the story-line, launcher, game-play, or any other significant game factor before release to allow me to make changes sooner than the public receives it, but it will only be a few, like 3 or 4.
    • My reasoning for this is that I personally don't feel its right for a developer to sell his product for almost full-price(or any price for that matter), that is not complete, and/or contains game-breaking bugs that would hinder game-play/enjoyment of the game in any way. This logic does not make me loose respect for developers that release their game early, but I still don't believe that it is right.
  • I will wait until further into the development process to reveal the name simply because it might change, but you might be able to guess it once I reveal the main jest of the game.
    • Has something to do with stone(no this is NOT another voxel game.)
  • Releasing the game before the first half of 2014.


Things I do have plans to do:
  • Obviously release the game at some point
    • Just added this to make this post longer :P
  •  Search for 3-4 beta testers to critic the game before its launch.
    • I said this already but my thought from the last sub-bullet still stands.
  • Continuing to release DLC's for the game after it's release.
  • I will follow-up blogs saying the development stages I have already went through.
  • I will also make a follow up blog describing the setup I'm using to develop.
  • I will make another blog listing my team members and their roles in the development of the game.

Stay Crazy, Monkey(Aka. Jacob)