Archive for October, 2011
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Behind Lucky Shot Part 1 of 2 – Smooth Moves
Posted on October 30, 2011 | 1 CommentA while back, I posted a postmortem for my game, Lucky Shot. In it, I mentioned that one of the aspects that was most well-received was the AI. I myself found this amusing — while it was a good system, it was incredibly simple, only a small step above the enemies you see in a game like Super Mario Bros. So how did the enemies move so smoothly? A lot of it has to do with the movement system, and that’s what I’m going to cover in this article. Before I get started, though, I’d just like to say that this likely won’t be anything new to anyone who’s programmed a physics system in a game before — in fact, if you have, you will likely see this as overly basic. And it is. This is meant more as a beginner’s introduction and as a showcase on how some very simple ideas can lead to some very nice behaviour. It does, however, require some knowledge of high-school level math and physics. -
Lucky Shot Postmortem
Posted on October 23, 2011 | 1 CommentA while ago, I released my retro-gambling-shooter game, Lucky Shot, to the public. As I mentioned there, this wasn’t the first time the game had seen the light of day — it was created for the University of Toronto Game Design and Development Club‘s 2011 Game Making Deathmatch. It won the grand prize in the judged competition, ranked fourth in the public showcase, and was generally well-received. And of course, more than anything else, it was a great learning experience. Last year was actually the first time the club ran the public showcase. We held it during the Computer Science Student Union‘s game night, and to take full advantage of it, we gave out feedback forms, asking people to rate each game and write a few words about it. I found that the reactions we observed and the feedback we got were even more valuable than the prizes given out. With that in mind, let’s take a look at how people enjoyed the game.

