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My First iPhone Project Day 2

by Johnathon · 05/06/2009 (3:54 pm) · 7 comments

Well I setup the game using the fps starter kit that comes included with the TGE and first thing I did was strip the HUD clean, leaving the chat box along the top in tact for the moment. Not because I want it, but because I've searched and searched and haven't been able to find where in the code it's being placed on the HUD so that I can get rid of it.

I have also adjusted the players movement to better suit an iPhone app, slowing the player down, considering how the player will be controlled, a fast paced styled game isn't best suited for the device. I also nixed the players weapon, and decided it would be easiest for my first project to build a first person puzzle game similar to Myst without enemies to fight. Simplifies the development of the project as I will not need to worry about AI and creating nice weapons which require a certain level of visual effects to appeal to the end user.

I also am pondering how I want to build the game, using a single map and one large puzzle that takes place over the entire map, or use small puzzles that can played over many levels. Multiple smaller levels/puzzles are nice for on the go gaming and also make things easier on my end without having to do checking to see what quests/clues the player has completed/discovered. Only down side is that a single level would create a very small game, and if I go the route of smaller quick levels, I'll need quiet a few if I plan to charge for the game. Nothing worse than paying for a game and finding out it only comes with 5 levels to play ._.

Finally I replaced the starter main gui with a custom placeholder interface which I will refine later on during development.

The next step for me is to decided on the single/multiple level design, and then begin work on the puzzle system which should be pretty straight forward if I choose the multiple level design. Single level design will require a more complex puzzle system.

All in all I was very pleased with the amount of progress I achieved in just 3~4 hours of work yesterday on the project. TGE and it's tools might be out dated, but they are still very solid, and I believe I made the right choice in Torque over Unity.

Until next time...

#1
05/06/2009 (4:26 pm)
Good read! Thanks for sharing.
#2
05/06/2009 (6:54 pm)
Yes a very good read.. And also the hud gui is MainChatHud.gui and it is i beleive attached and brought up in PlayGui.cs in the function onWake. You should look there and if you can't find it ill help you further.

Cheers on your game
#3
05/06/2009 (7:40 pm)
Well, I guess, I need a iphone jejejeje, just for your project, now I have a pretext
#4
05/07/2009 (6:44 am)
Keep us in the loop still its interesting to see how you are doing this. I can't wait to see screen shots etc
#5
05/07/2009 (5:18 pm)
@Scooby:
Thanks for the tip, I was able to find it and get the hud removed.

I'm still restling with how I want to design the puzzles/missions. Weighing the pro's and con's, once I have a decision I will post up another blog with the direction the game is taking and maybe a screen shot ^.^
#6
05/08/2009 (2:00 pm)
Your welcome sir..always glad to help, I just know how frustrating the message hud can get and didn't want to see u go nuts like I did :P
#7
05/08/2009 (4:55 pm)
Good luck with the development Johnathon. I gave you some props in the iTGB 1.2 Blog that just went up =)