Showing posts with label libgdx. Show all posts
Showing posts with label libgdx. Show all posts

Monday, February 2, 2026

Island Survival

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Life happens, you know ? 

So I've created this little game for my 7yo because I love here so much! And she can also understand all this path I've done here, all these years.

 

 

My passion isn't done for now!

I love games, but also family is a great part of it, so I've build in spare time this little game. Hope she love it!

 

And if you can find this words, remember, we can be together during the day and the night, near the sea! 

Thursday, March 1, 2018

Drone Swarm 1.0

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Finally version 1.0 for Drone Swarm, you can play it now on Itch.io :




 In this update I've added:

  • 4 more levels, now 10 levels
  • removed planet percentage indicator and added a coloured visual instead
  • a little story screen


My hope you can enjoy battling little bit with this game!

    Sunday, February 4, 2018

    Drone Swarm 0.6

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    Welcome back! This time another little update on my prototype, Drone Swarm!



     In this update I've added:

    • colored area around stations again
    • levels with more than one AI to fight
    • swapped level 2 and 3 (thanks to orochii)
    • 3 more levels
    • saved level progression on user home dir on disk

    Not too much crazy, but another little step on right direction! Let me know if you find any bug or you have any suggestions, much appreciated!

    Friday, December 29, 2017

    Drone Swarm 0.5

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    Welcome back on another update for my little prototype, Drone Swarm! You can download and play it from itch.io, here:




    This is a really big update and I'm going in the right direction for this game, so let's see:

    • improved menus with basic explanation (I've mentioned it before on my last game update here)
    • balanced drones spawn speed for player and AI (thanks to meva!)
    • added a warm up time for AI, so player can understand each levels (3 seconds for now!)
    • loaded levels from json files
    • 3 new levels
    • a basic star field as background 
    • a win screen (finally !)

    Seems not too much, but  this changes moves Drone Swarm from a prototype to a real game. So let's see some screenshots:

    new intro screen: with some explanations!
    First level, player (green) try to conquer central station before AI
    level 2: AI (blue) conquering bottom left station

    Adding level definition in an external file let me build a lot of different levels configurations and using awesome libgdx Json library reading, parsing and using into the game is really easy, well done guys!

    What about next steps? I'd like to get some feedback guys! I want to add more levels with different configuration and play with AI until I'm satisfied, but more importantly I'd like to add more unlockable units so more difficult levels will be, more weapons player has.

    See you on next update!

    Wednesday, December 6, 2017

    Drone Swarm 0.4

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    This update is a "big" update for this small prototype I'm trying to doing in spare time. I'd like to share some thoughts on this game, so maybe this could be useful to someone ( and mee to in the future, of course!)

    First of all, this time there is a menu ( copied from my past game, A droid story):

    it's a test! ( or a trap ? )

    I believe that add a simple screen like that is mandatory for every kind of game, even for a prototype. How many times demos or simple games has nothing than gameplay ? This sounds cool for atmospheric and cool games, but for vast majorities of games a simple start screen should explain few basic stuff like:

    1. what is title of the game, anyway ?
    2. who made this game ? Where I can find any update if I want ? 
    3. which controls ( mouse, keyboard or what else! ) I need in order to proper play it
    4. what is this game anyway ?

    As you can see from provided screenshot, I failed on many points, but try to identify where you can improve is the most critical way to improve, right ? So in the future this game screen will have more information useful for player to quickly identify game, controls and identify of the producer.


    Bonus: I don't want to follow for now trend to put a "brand" on my games. I'm not part of a software house ( I mean, after work), but on the other side I think a little brand is important for every prototype or game. In the past I've tried a lot of little games or demos and found other work and enjoyment simply following the brand. It's something every developer should consider, but of course require some graphical skill in order to create a proper brand image ( not so banal ). There are a lot of good resources around  to improve on that, if you are interested, just search a little bit!



    Go back to actual development, right ?
    So after the menu, first presentation of the game for player, there will be a level selection. Nothing incredible same here like the same, borrowed from A droid story. My idea is to follow a levelling system and let player decide which level play from a list, with a twist. Don't let the player decide to play all levels, but force it to always choose between three levels. In this way a single un-balanced level is not blocking and player can find joy in unlock new levels. Something easy to implement, but critical for new players, so win-win, actualy.

     After that the core of player experience: the actual game.

    a lot is going on, I mean, at least in my mind!
    A lot is going on: player has some stations/planets that generate a lot of little drones. As one friend suggested, maybe only with a Dyson Sphere could be enough energy to create so much drones, but I'm optimistic.
    In the game "universe" there are no organic (flesh and bones!) beings, only sintetics ones and player is a sort of AI with specific programming: conquer all and destroy enemies. Stop.
    Simple, but powerful concept, sure, but a little bit boring, so I'm working on a twist on that side too, but maybe is too soon to work on that, first work on core gameplay.

    Player can select drones using mouse an draw selection boxes and move drones using right click: so gameplay right now is simple.. select drones decide to move on a specific point and repeat.
    But player opponent could do the same, so conflict time!

    Hope you enjoyed reading my thoughts on Drone Swarm, see you on next update!


    Monday, December 4, 2017

    Drone Swarm 0.3

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    In this update a simple AI as opponent:

    AI is blue and try to destroy you when part of your feelt is far from home!

    Player can drag and select with a rectangle drones and order using mouse!

    As usual source code is open source on github!


     

    Tuesday, October 31, 2017

    Drone Swarm 0.2

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    A quick update on this project, this time I'm going to add some neutral zones:


    The idea of the neutral zones are for the player and AI to conquer them so new drones can be created!


    As usual source code is open source on github!

    Nothing incredible, but you can try it now:

     

    Sunday, October 15, 2017

    Drone Swarm v0.1

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    Today after long time I've put some time together to work on a small prototype, inspired from Swarm RTS.


    Drone Swarm is a single player real time strategy game where player controls a lot of small drones and fight against AI controlled players to conquer the galaxy!

    You are one of the reds, btw!

    In this first release there are the basic concepts

    • base stations with influence radius
    • drones that spawns regulary from base stations
    • player can control where drones goes next

    My idea is to work a little bit on this small prototype in the future, in particular add a proper AI, levels and more players to interact with it. When I will have a solid foundation I hope to work on gameplaye elements and create, hopefully, something unique.

    As usual source code is open source on github!

    Nothing incredible, but you can try it now:

     
     
     

    Wednesday, April 26, 2017

    A droid story - updated to version 1.1

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    Hello everyone!

    A small droid, traps and a teleporter: what can go wrong ?

     I'm back on a droid story with version 1.1, here the changelog:

    • added 5 more levels, now 25 !
    • opensource on Github
    • fixed some small bugs
    • fixed text on game over and win screen 

    Game require java to run, so install it and run the jar in the zip file here:

    Play it now ! 

    Or you can play it on:

    Saturday, April 1, 2017

    Seven day game chalenge libgdx - day 6 and 7

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    Hello everyone!
    As you surely notice, in past few weeks I've been back on track on the blog and game development.

    Having some time to dedicate on game development, I've build a small game prototype using libgdx! The challenge here is to build a proper game in 7 days and release at the end of the process.

    Day 6 and 7

    Welcome back! In this update I will made the final recap for last two days.. I've worked on adding menus, music and balancing.. but most of the work was on design 20 levels in total.
    It was really fun in the end, so I'm here to show you first two levels for the version 1.0 of the "A droid story":



    You can play A droid story here:

    Play now !


    Tuesday, March 28, 2017

    Seven day game chalenge libgdx - day 5

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    Hello everyone!
    As you surely notice, in past few weeks I've been back on track on the blog and game development.

    Having some time to dedicate on game development, I've build a small game prototype using libgdx! The challenge here is to build a proper game in 7 days and release at the end of the process.

    Day5

    Welcome back!Today I've added the possibility for the player to move the droid using WASD other than keyboard arrows and adding basic sounds!
    This is a big update, because I've been able adding two gameplay elements, to expand the puzzles available. For example using moving traps, it's possible for the player to test his reflexes while using the droid and with the teleporter, to take control the droid in different parts of the map.



    In the video it's possible to see how the player, controlling the droid, can find the red key, open the door and exit from the level.. using a sequence of teleporters! I really feel satisfied with this new mechanics, helping me in adding more levels (9 in total so far!).

    Thanks for your attention, see you next episode!

    Tuesday, March 21, 2017

    Seven day game chalenge libgdx - day 4

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    Hello everyone!
    As you surely notice, in past few weeks I've been back on track on the blog and game development.

    Having some time to dedicate on game development, I've build a small game prototype using libgdx! The challenge here is to build a proper game in 7 days and release at the end of the process.

    Day 4

    Welcome back! This day I've been dedicated to polish up the code, refactoring a little bit and making new levels. As you can see from the video, there is a new gameplay element: keys and doors!
    I think that "classic" mechanics feel right in A droid story, because you are a lonely droid, in search for the exit. What is better than open a door?



    I plan to add more levels, so see you soon for the next episode!

    Tuesday, March 14, 2017

    Seven day game chalenge libgdx - day 3

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    Hello everyone!
    As you surely notice, in past few weeks I've been back on track on the blog and game development.

    Having some time to dedicate on game development, I've build a small game prototype using libgdx! The challenge here is to build a proper game in 7 days and release at the end of the process.

    Day 3

    Welcome back! Today the work progresses really good and now A droid story seems to be a real little game then a demo. I've worked on adding traps, a collectable to repair your droid (using a repair station) and all little user interface elements to inform the player on what's going on. On this point, the game so far is really minimalistic and this is good, because A droid story will be a simple puzzle game and I don't want too much stuff around: I think is better to keep the player focused on solving the puzzle and find a way to the exit


    In this second video it's possible to see the player moving the droid inside the labyrinth and get used to the traps (red, explode, hurt you) and the repair mechanics.

    I think A droid story will be a nice little puzzle game! See you next episode!

    Tuesday, March 7, 2017

    Seven day game chalenge libgdx - day 2

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    Hello everyone!
    As you surely notice, in past few weeks I've been back on track on the blog and game development.

    Having some time to dedicate on game development, I've build a small game prototype using libgdx! The challenge here is to build a proper game in 7 days and release at the end of the process.

    Day 2

    The game now has a name "A droid story"! I have made some thoughts about it and what I want to achieve with this game is build a small prototype with libgdx, sure, but also build a non-violent game, like some of my previous game: Gravity Duck tribute, Childhood toys, Zombie Employee.
    In a droid story, player controls a small droid, alone in some complex and like in Portal games, you have to uncover the story, making progress through different levels.
    In order to explain the current state of the game, I've made a little video, for the test level:


    As you can see now the droid is fully animated with a four cycle walking animation and also with a standing animation (three frame, nothing impossible to do!) in all four directions.
    With few lines of code I was able also to introduce a collectable piece that for now just disappear, but I want to make it count and usable on the repair station (you can see on the right).

    So far is a really interesting experience, because without the pressure to make a game in a fixed amount of time (like for example in a Ludum Dare) I can work with little stress, something very valuable these times!

    See you next episode!

    Tuesday, February 28, 2017

    Seven day game chalenge libgdx - day 1

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    Hello everyone!
    As you surely notice, in past few weeks I've been back on track on the blog and game development.

    Having some time to dedicate on game development, I've build a small game prototype using libgdx! The challenge here is to build a proper game in 7 days and release at the end of the process.

    Day 1

    Day one is mostly dedicated to get used with the library, something that before starting I've been really worried about. As always, get the right documentation, helps, demos helps, but I think here most of the result today comes from my past experiences with Slick2d and Flashpunk. So no major problems here, just results!
    My setup:

    - Eclipse
    - Gimp
    - libgdx
    - Tiled
    - Firefox

    In few hours I've been able to draw a spritesheet, use tiled to build a simple level and write the code to load the level, parse and display all the elements. My past experiences, as I said before, help a lot and using few concept from MarteEngine   I was able to release something working.



    So.. the game right now it's all about moving a small droid into a gray-wall laboratory: lonely, right? The will be also enemies, be sure of it !

    So far the experience is really interesting, see you next episode!