Aug 182011
 

I’ve forgotten what week we are on for Mirror Maze, since its been on the table for a long time. Too long. Where is it? Its been on hold for the last 3 weeks waiting for some awesome art. This art is from a friend of David Arcila who is doing a trade with us. He gives us some cartoon type artwork for the story line and we give him a game. A zombie game. So over the last couple of days, I’ve put in about 6 hours on Tribulation, our new zombie survival game. You can read about it in the next post.

And a good preview of the level editor I built for David to make the levels on:
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Jun 152011
 

Week 2′s demo was practically the same as week 1, since we didn’t do much UI changing. All of it was code and creating the system. However, in this week’s video, we demonstrate the full working main menu, level loading, level progressing, and options menu. A lot of the core structure of the game is complete now, but we are still looking to finish up the HUD, score, level design, traps, enemies and possibly world themes.

Jun 112011
 


The current version of MirrorMaze relies on some unique depth sorting, due to the 2 layers of tiles, all of which are graphically similar. Each tile has a lighted top and a darkened front, making the tile appear in 3d in perspective. Deciding which tiles to place where and when was the trickiest part of the display. The layer on the bottom must be added first, in the correct opinion, then the top layer can be added on top of that. You must also render from top to bottom of the screen to make sure each tile is placed ‘in-front’ of the tile behind that. How was this issue of depth sorting solved? Well here is some code.
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