Problem Machine

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About Problem Machine

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    Zombie Thumb

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    selbencoirlo
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    http://problemmachine.wordpress.com
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    http://steamcommunity.com/profiles/76561197963287051/

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  1. [Dev Log] The Convergence Compulsion

    Today sucked. Spent 2-3 hours trying to figure out what was going wrong with my particle system -- any time there was a second camera active in the scene (including reflection probes), which I needed to make the reflective surfaces work, the particle trails would bug out and either get way too big or disappear into a line. Eventually I came to the conclusion that this was probably a Unity bug rather than something I was messing up, so I reported it and can move on with my life. Next I need to make it so the player can pick up and move objects, then create some mechanisms for them to play with. Still need to finish the code for placing objects. Also need to make some machines to be powered, which I forgot last time. I think the gameplay is largely going to revolve around trying to corral 'Civilians' to where you need them, sort of like Lemmings, and constructing the apparati you need to make that happen.
  2. [Dev Log] The Convergence Compulsion

    Worked on the appearance of the different elements today. Had a lot of trouble getting reflections to work well, and the reflector, which is supposed to look like a big mirror, still kind of doesn't. Other elements are starting to look pretty good, though. I also got the aggregator (the big lens-looking thing) and the reflector (the big rectangle on the right) working, though the effect isn't quite what I'd like it to be. However, right now I have a design issue where the converger's gravity forcefield tends to overwhelm everything else -- you can see that immediately after bouncing off of the reflector they just start to curve right back around, and I had to put the reflector right up against the aggregator here to even demonstrate its functionality. I probably just need to spend a couple of hours carefully tweaking the parameters of the converger's force field, but I may also need to do something weird where the reflector and aggregator actually spawn a different kind of particle which isn't affected by force fields that then switches back to the normal particle after a few seconds. More immediately, though, I need to get the code for picking up objects and moving them around working. Once I have that and the particle tweaks done I can start building levels!
  3. [Dev Log] The Convergence Compulsion

    Got the particles looking a bit more the part today, and got the collector elements working -- that is, the box on the right is absorbing those souls for power, though so far all it does with that power is output however much of it has to the console. A bit more difficult to see, in this default-texture hell, is the little orb to the left of the box: This is the converger, and is what is making it so those souls are flowing into the box instead of haphazardly around the level. The lens/aggregator and reflector elements are still in progress: I think I need to set them up with their own emitters which, after they collide with a particle, create the same type of particle with the correct new position and direction.
  4. [Dev Log] The Convergence Compulsion

    Spent today experimenting with particles. I currently have the emitter for the soul orb and a gravity well for the converger, and have a pretty good idea of how I'm going to handle the lens/focuser/aggregator (not sure yet on terminology), reflector, and collectors (the machines which are powered). Most of my time, actually, was spent wrestling with the IDE (VSCode), trying to get code completion working properly. Still haven't figured that out, and having to look up every member function is incredibly tedious, so hopefully I can get that ironed out tomorrow.
  5. [Dev Log] The Convergence Compulsion

    Oh I'd be interested in knowing more about that music game if you happen to come up with a name! I had a similar idea for a game based around music at one point and if their idea is close to mine I'd be interested to see how they approached it
  6. [Dev Log] The Death of Nick Breckon

    "I'm the explorer going on an adventure! Aw this is great! I found my true calling."... *splash*
  7. WIZARD JAM 8 // Showcase Weekend

    I would be remiss in not throwing my hat in the ring but I'm not sure when it would be and I'm not completely sure I can commit. Maybe I could just start on the beginning of the day Saturday and make a day of it? Not sure yet.
  8. [Dev Log] "Terrible" Jason Voorhees

    What if it was multiplayer and the other players were incompetently trying to qwop around to escape the qwopping killer? It's pretty ambitious so maybe better to set as a sort of 'stretch goal', but it is interesting to think about
  9. [Dev Log] The Convergence Compulsion

    I came up with a bunch of possible ideas for this jam at the end of December, but right now this is the one that really catches my fancy. I had originally imagined something really fast paced, like Super Hexagon, where you rotate objects around to make them line up... or something. However, reflecting on that idea, I came up with a variation on it which I like much better. I'm thinking of a first-person puzzle game somewhat along the lines of The Incredible Machine: Each level has a goal that must be achieved by placing a few pieces of equipment or machinery, all based around the proper usage of SOUL ORBS. Soul orbs spray a steady flow of SOUL POWER in all directions: This power is tremendously useful, but before it can be used it must be concentrated. Thus, you place level elements to guide and channel this power where it is needed, by attracting or repelling, reflecting or focusing the soul particles. These then power machines which either are the objective of the level or affect the level in some other way. I'm hoping to get a basic prototype going within a few days, because what's actually going to make this project live or die is its level design. Right now I'm planning this as a solo project but if anyone else is interested I can adapt it to bring more people in. I'm hoping to stream some of the development, but I'm not sure when I'll start doing that -- regardless, if I do stream it, it will be at twitch.tv/problemmachine .
  10. SGDQ 2018

    Yeah, but if something seems unfair then it takes some of the fun out of spectating it, at least for me. I mean I totally get that that's not the thrust of the event, and it was still a ton of fun, it was just a small but constant annoyance, kind of like having a bad couch commentator.
  11. SGDQ 2018

    Yeah the sudden death thing felt pretty arbitrary, like they had the score up for the entire thing and then when they won the final map just added enough points to make them the winner by one point, so it revealed the points as, uh, pointless. Also, if they're going to have a hard time limit, the timer should count down instead of up -- it might seem like a petty quibble, but it really changes the feeling, at least for me, from "getting arbitrarily cut off" to "trying to get in under the wire". I think conceptually it works but it was implemented in a pretty slapdash way. First, have the timers count down. Second, rather than a strict cutoff, make it so after the timers expire you have either 30 more seconds or until your next death to finish the level. Third, just make every level worth 1 point, or sum up the differences of the times, or really anything that doesn't completely invalidate the rest of the race based on the results of the last level.
  12. SGDQ 2018

    The Mario Maker race was fun as always but holy crap the format for it was straight garbage. Hopefully they go with something substantially different next AGDQ. I was hoping we'd see another blind game marathon race like last time, but I don't think there was one. I guess it's hard to do time estimates for them, but still.
  13. SGDQ 2018

    The Amy run (Amy%) was a ton of fun
  14. Any updates on when (if???) we can expect pods to resume?