Development History - Page 3  

 

 
 

Dec 24:

Finished off a quick new level - more of a novelty than anything else. Still, I think it's entertaining enough to make it into the final game.

Dec 23:

  I'm not getting anything done over the holidays. There, I've said it... I'm going to have family up all this week and lots of things to do. I'll make a new push come January.
     

Dec 18:

The new sheep level is a little disappointing, but still a good level. I had a picture in my mind of exactly how I wanted it to work, but somehow it didn't work in real life. I've made a couple compromises to my "vision", but the resulting level plays OK.

Dec 17:

Christmas time is busy. Still, the obstacle course level is working well enough and I'm most of the way through a fairly easy new level. I just need to fiddle with the speed a bit to get the gameplay style I was looking for.

Dec 12:

Personal: Why the lack of updates? Because I'm getting nothing done. I spent the last two nights working (at real work) and I've got stuff lined up for the next few nights as well. Hopefully I'll get a little work in before the Christmas rush'o'fun really starts.

Dec 9:

Got in a touch of work over the weekend. The secret level I've been working on for the last few days is pretty much done, and I'm well into the new obstacle course level. The timing challenge level is a platform game staple - seems a shame to not have one in Zero.

Dec 6:

More slow progress - that level's coming along OK, but I just haven't had a lot of time lately.

Dec 3:

The new level, which I shall avoid describing, is coming along well - though it's proving a challenge to design the level such that the challenge works the way I want.

Unrelated: Progress is being hindered by my fiddling around with "The Ur-Quan Masters" - a new free version of Star Control II (you can find it on SourceForge, I believe). One thing that I find funny is the 150 MB download - I remember installing the game off 7 or 8 floppies. I suppose the new voice-overs everywhere don't help. Not sure if I'll go through the it again, but this is still certainly one of my favorite games, and this seems to have been a quality porting (is this the right word?) job.

Dec 2:

Didn't get much done over the weekend. Christmas parties, the usual busyness. Notwithstanding this, I'm started on a new level that should work out well, and will be particularly enjoyable to old C64 gamers.

Nov 29:

  The upside down level is working pretty well. As you can see, it's the level that goes upside down - not Jumpman. This may sound silly, but the level works pretty well this way (and the control was awkward with Jumpman being the one that flipped around).

Haven't decided what to do next. If you've got some good ideas - now would be a really good time.
     

Nov 27:

Made a little progress on the new upside-down level. The critical part is going to be placing the platforms and ladders so that the level works both ways. Should be fun.

Nov 26:

Sorry about the continuing infrequency of updates. The good news is that while I've still been busy at work, I have made some progress on the game. Over the last few days I've fixed some long-standing music problems, implemented the full-screen mode, and got done a couple new levels.

Nov 22:

Work continues to be crazy. I've got started on a new level, but time has been a rather scarce commodity of late. Will hopefully get some work done over the weekend.

Nov 19:

The new puzzle level works great. It generates its own configurations from nothing - which is good, as the level always feels new. However, it's also bad, as it becomes very difficult to test for bad configurations. As a guard against this, I'm putting a "reset" donut in a convenient location, so that if the puzzle is unwinnable then you can start again.

Nov 17:

Work has been a little insane lately, and I've had little time for working on the game. That said, I've finally made a version of the "invisible things" level that's fun and I'm well into a new puzzle level.

Nov 13:

Curses! Last night I drew up a new level involving lava and invisible platforms. Sounds good, no? After a fair bit of tweaking, it was working OK. Unfortunately, it was really not fun. I may be able to rescue some of the work, but the level is a no-go.

Nov 12:

  The bee level is pretty much done. Works alright. I wasted a lot of time last night trying to redo the music code. I ended up rolling back an hour of work. Such is life.
     

Nov 11:

I did get a little time in, and I got most of the way through a fairly simple new level.

Personal: It was Rachel's birthday over the weekend, so we did a lot of stuff (very little of which was game related).

Nov 8:

Life has been really busy these last few days. Got in a few minutes last night and implemented rudimentary joystick support. Works well, and plays well on my homemade arcade stick.

Nov 7:

The dinosaur level is pretty much done. Really not sure on what to do next.

Nov 6:

Little more work done on the dinosaur level. Just need to tweak the level layout and some behavior. Fixed a couple long-standing script bugs. Also, wasted a couple hours watching Simpsons.

Nov 5:

Got a little work done on the dinosaur level. It's coming along pretty good - I'm a really poor artist, but the end result should be entertaining.

Nov 4:

  Got a good bit of time over the weekend - most of the work done on two new levels. So right now I've got 8 levels done and 3 in progress. I've also been spending a lot of time playtesting - things seem to be working well.

The level pictured is "Runaway Zero". Works pretty well. The other level (which I shall avoid describing) is a favorite from the Palm version.

     

Oct 31:

Between meetings and treat seeking children, the last few nights have been pretty busy. I got some more work done on the mesh importer, which now has at least a passable user interface. About one more night and it should be done.

Oct 29:

I'm putting level development on hold for a few nights - this time to work on the mesh importer. Right now I'm working on the part that transforms a bitmap into a flattish 3d thing. It's been working fine for me - but it never had a real user interface. I figure now is as good a time as any to add one.

Oct 28:

Got started on a new, fairly intricate level which I shall avoid discussing. I'm spending a lot of time with MS Paint lately (don't laugh, it works great for pixel-by-pixel, low color drawing). There's something really satisfying about making a drawing work that's only 15 pixels wide. A lot of the style in the original game came from Randy's ultra-low-res graphics and their simple animations (remember "The Roost"?) - I'm doing my best to replicate some of that great, goofy feel.

Oct 27:

  Personal: Really busy weekend - Rachel's parents were up to visit. Niece's birthday. Lots to do, and no extra time.

I did manage to get most of the way through a new level. What is that black stuff flowing towards Jumpman? It's black stuff, and it flows towards Jumpman! The level works pretty well, just needs some tweaking here and there.
     

Oct 23:

  Finished off the "Flash Flood" level I talked about yesterday (didn't have too much time, with basketball and all). Also spent some time playing through the game. Everything is working to my satisfaction. Next up is a level that will assuredly take longer to get done - the "flowing goo" level. Probably won't get started on it tonight, as my Dad is in town.

Prognostication: If things keep going at about the same pace, we're probably about 4-5 months from release. Meh.
     

Oct 22:

Didn't get much time last night, but got started on a fairly simple new level involving clocks and water. I'll see if I can't get it fleshed out tonight (and then see if it's any fun).

Oct 21:

Got in a little time tweaking levels. I'm now content with the six levels that are there, and am ready to get going on 7 - just as soon as I decide what 7 is going to be. I'm sort of drifting behind schedule - but I'm not too worried. There's just a lot of work to be done, and no way around that.

Oct 20:

Made a lot of progress across the board over the weekend. I cleaned up the script API, fiddled with some textures, and finished a solid new level (which I shall again avoid describing). Overall, gameplay is getting pretty solid, but a couple of the levels already need some tweaking.

I'm having a hard time deciding when to start with beta tests. In a lot of ways, they'd be helpful right now - but I don't want to drag the process on for too long. I'd rather start testing with a reasonably polished game that's close to completion.

Oct 17:

Made a lot of progress last night. The jump-fu level is done, and another level (which I shall not describe - have to have some surprises) is pretty much finished as well.

Oct 16:

  The first ninja/jump-fu level is pretty much finished. The ninjas just need a little tweaking so that they can't walk through walls. I'm really satisfied with how it plays. I also did more work on the level editor - mostly changing how walls are textured (which might need further work - sigh). Either way, the new level editor works great. It was a real joy to whip off level details.
     

Oct 15:

Didn't get much done - but I imported the already drawn levels to the new level editor format and did a little more tweaking to the level editor, which is still "almost done". I'm going to see if I can't whip off a few levels over the next few nights (though tonight is basketball, which will pre-empt my normal work hour).

  Development History - Page 2