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well, it turns out i have decided to work more on the UI of the game, and leave the buddy design until later. sounds like most of you guys and girls would prefer that i stick close to the original buddy design with some minor improvements. i'm thinking the same thing. but we'll see, that's probably going to be a long way off (contrary to what i wrote in my last journal.. i guess that's just how independent game development goes).
anyway, regarding the user interface: i'm thinking it's going to be like this: two "panes" or "columns" (whatever you want to call them, i hope you know what i mean) on the left, and the main play area on the right.
the first pane will contain a folder tree just like you'd see in windows explorer or something where the items, modes, and all the game options are laid out in a tree. (naturally you can expand and contract each folder, as well as add your own folders/move stuff around--although for default items maybe i shouldn't allow modification... we'll see).
[side note: if anyone knows of any good free, opensource actionscript 3 tree components that i could use, i would much appreciate a link... something like yahoo's astra would be excellent, but that particular implementation won't work for me because it extends api's only available to flex builder, while i'm just using the free flex sdk with flashdevelop (also free) to develop the game. for the same reason i can't just use the built in tree components in either flash cs4 or flex builder (assuming there are ones), as i don't own the products. otherwise i'll have to build a tree display system myself, which will take extra time]
when you select an item in this tree, the second pane will show elements related to this item. for example, in the "game settings" folder, if you select "physics options" it will have a bunch of options for the physics. if you select a weapon, such as say "hose", the second pane will have options for that item, such as sliders for strength, volume of water, etc. (different for every item of course).
then of course the main game area will be to the right and should take up about 2/3 of the actual width of the whole game (whereas each pane is about 1/6 each).
this is different from the original game which was all menu driven obviously. but since i plan to have tons tons tons more items and modes (plus user creatable items and modes) i think such a system is a necessity. and since i'm making the game widescreen with bigger dimensions there won't actually be any less game area space than the original, which is important because i plan to have both panes visible at all times.
do you think that you (and people in general) would like such a setup? thanks for all of your comments!!
anyway, regarding the user interface: i'm thinking it's going to be like this: two "panes" or "columns" (whatever you want to call them, i hope you know what i mean) on the left, and the main play area on the right.
the first pane will contain a folder tree just like you'd see in windows explorer or something where the items, modes, and all the game options are laid out in a tree. (naturally you can expand and contract each folder, as well as add your own folders/move stuff around--although for default items maybe i shouldn't allow modification... we'll see).
[side note: if anyone knows of any good free, opensource actionscript 3 tree components that i could use, i would much appreciate a link... something like yahoo's astra would be excellent, but that particular implementation won't work for me because it extends api's only available to flex builder, while i'm just using the free flex sdk with flashdevelop (also free) to develop the game. for the same reason i can't just use the built in tree components in either flash cs4 or flex builder (assuming there are ones), as i don't own the products. otherwise i'll have to build a tree display system myself, which will take extra time]
when you select an item in this tree, the second pane will show elements related to this item. for example, in the "game settings" folder, if you select "physics options" it will have a bunch of options for the physics. if you select a weapon, such as say "hose", the second pane will have options for that item, such as sliders for strength, volume of water, etc. (different for every item of course).
then of course the main game area will be to the right and should take up about 2/3 of the actual width of the whole game (whereas each pane is about 1/6 each).
this is different from the original game which was all menu driven obviously. but since i plan to have tons tons tons more items and modes (plus user creatable items and modes) i think such a system is a necessity. and since i'm making the game widescreen with bigger dimensions there won't actually be any less game area space than the original, which is important because i plan to have both panes visible at all times.
do you think that you (and people in general) would like such a setup? thanks for all of your comments!!
Interactive Buddy 2 -- iOS gameplay video
Just wanted to post a link to the first Interactive Buddy 2 iOS gameplay video I've uploaded. Check it out! http://www.youtube.com/watch?v=UEmZinTONuY
The game is available now: https://itunes.apple.com/us/app/id572643955
Interactive Buddy 2, prepped for release
Well, it has been a long time. Interactive Buddy 2 for the browser was supposed to be released two years ago. It has been sitting on my hard drive since then, collecting digital dust.
The reason for this delay is that I decided to devote considerable effort toward making a full, feature-complete version of Interactive Buddy 2 for iPhone/iPad. The project has now come to fruition, and Interactive Buddy 2 for iOS has been submitted to Apple for review, as of today.
Hopefully IB2 for iOS will be released before Christmas (depends on how long it takes Apple to approve it), with the web prototype version being released a few days after that. The
video of shape tools in Interactive Buddy 2 (iPad)
Title says it all...
http://www.youtube.com/watch?v=0DHC281HF_k
Let me know what you think!
Mobile version of Interactive Buddy 2 updated info
Hello readers.... As previously noted, I've been working on IB2 mobile version pretty much full time lately.
At this point, I've almost got feature parity between it and the online version (which I have demoed here before). The temperature system, the circuit system, most of all the physical items, the shape building tools, saving and loading scenes, etc. have all been duplicated on the mobile version. And they are all adapted for multitouch controls.
Also, since it's all written in OpenGL/C++ rather than Flash, it's actually FASTER on a phone (I'm testing with an iPhone 4S) than it is online. I've got an iPad 3 on the way so hopefully that
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Sounds good, but I'd include an option to hide the menus.