Development
30th September
- Started new games design doc (working title : Contraptions)
- Worked on Contraptions editor/core render system
- Editor modes system
- Select a type
- Select an object (within the type)
- Type system/structure
- Objects system/structure (not using objects module)
- Rendering the three basic types (point, line, quad)
- Mouse detection for all three types
- Group selection and selection rendering
- Tweaked the big to do list into separate headings
- Object Structure (Quads, Lines, None, Routine, etc)
- Some test object routines (including rendering)
1st October
- Load/Save objects
- Level editor scrolling/swapping levels!
- Editor level name is updated correctly in all places
- Editor is toggle-able
- Copy, cut, paste (single object and groups)
- Rotation and scale values (just individual objects is fine)
- Point editing for lines and quads
- Allowed for easy node editing (using the shift key)
2nd October
- Messed with the field of view so 3d objects don't distort too much
- Test switch (with position indicators)
- Change in-game detection to find the closest control then overstate detection areas
- Quick test of changing switches
- Proper game updater which selects what to change and when =D
- Test group display
- Game logic (game affects controls and is generally naughty)
- Group logic (controls assign to groups)
- Make switches work with click and move technique (more hands on that just clicking)
- Test knob (with position indicators and warning light and movement)
- Test button (push to reset, glows when wrong)
- Lots of visual polishing and reusable routines ... Nice =D
3rd October
- Group indicator display/code
- Game over event (just back to the title screen for now)
- Crank object (have to turn it X times to reduce indicator to 0)
- Outlines, shadows and highlights on panels =D
- Test backdrop
- Level texture/location selection
- Level coloring & reset option
- Fixed the crash bug to do with reordering while buddies were used.
- First pipe/line test
4th October
- Standard decal system (uses any render mode)
- Designed 10+ controls =D
- X/Y flip properties (test with decals and pipes)
- Allow Ctrl+PageUp/Down to quickly set orders
- Allow editor UI to be toggled on 'H'
- Ctrl+Insert creates the object at the bottom
- Insert defaults to placing the new ob on top
- Allow copy, cut, paste for individual objects (much more commonly used)
- Level time, editor and temporary indicator
- Level success (everything settles down for now)
- No control on success or failure states
- Difficulty tweaker (over level time)
- Found lots of values to change to alter difficulty
- Each object can have a string which we can use as anything (handy for text too)
- Text placing system, as a centred line : )
System Mania Prototype Screen
8th January
- Test camera movement with z position
- Populated the Contraptions to do list from paper notes
- Practiced some pencil character drawing, good fun even if it was rubbish =D
9th January
- More drawing tests
- Started programming a gear stick
10th January
- Contraption : Gear Stick
- Contraption : Slider
- Started on the numerical keypad (got keypad itself finished off)
12th January
- Finished Contraption's keypad entry
- Contraption : Pull Cord
13th January
- Contraption : Guitar Strings
- Contraption : Egg Timer (with lovely sand effect like a mini Circulate!)
- Contraption : Wheel (spin when required, has large momentum)
17th January
- Finished spinning wheel condition light
- Contraption : Doors (cover buttons, must time when you can hit the button)
- Contraption : Piano Keyboard
- Contraption : Joystick + Button
- Contraption : TV Mini Game
20th January
- Started analysing & practicing a new style
23rd January
- Learned all about paths : )
26th January
- Messing around with new art style
27th January
- Playing with the new art style more, found a nice simple look for the
backgrounds.
2nd February
- Rewrote how the panels are displayed ... much improved =D
- Writing out additional object variables which can be tweaked
3rd February
- Background system, multiple layers, FX etc.
- Prepared some test assets
- Allow Page system to load up it's own dynamic assets
- Added a clear function to remove all assets
- Now able to use pages as a background editing system
- Turned current page FX system into a full system which allows multiple, complex fx
- Write a few FX (UV scroll, X/Y wobble)
- Create a finished backdrop to test the system
- Got rid of group indicators
- Started on UI : )
- Tided up background elements
- Added black outline to groups
5th February
- Finalised buttons, switches and egg timers
6th February
- Got most of the controls finalised, looking good : )
7th February
- Finished re-doing all the controls.
- Bendy pianos and keypads too
- TV screens
8th February
- In-game UI & Number display (rotating-alarm-clock-digits)
- Improved the FX_SCORE module and added some scores in
9th February
- Combo Scores
- Instant Bonus ($100)
- Type Combos (clicked X buttons in a row, $10 per item)
- String Bonus (clicked less that 1 second ... $10 per item?)
- Group Bonus (all elements of a group clicked in a row)
- Scoring System & 'Floater' Display, star FX when bonuses are awarded (not too much!)
- Fixed a bug in FX_PAR module
- Added scores/penalties to every control type
- In game cursor turns into a direction arrow giving some indication as to what to do
10th February
- Location design
- Location mock ups =D
16th February
- Finished off test location images : )
- Put them in game, wow, they actually work straight away =D
- Started on title screen image
- First character tests
17th February
- Finished main character
- Created 5 more characters (location owners) =D
- Started on the map
- Got groups displaying as dialog boxes
18th February
- UI buttons/panels for ... erm, the UI.
19th February
- Planed levels based on controls
- Ordered the controls
- Need a get key 'G' and easy ways of scrolling though current list '+/-'
- Variation swapping table system
- Delete group indicator (graphics too)
- Creation short cuts? 'B' button 'I' Icon Display 'T' text display 'W' Wheel ...
- Fix the group screws position when rotating
- When moving/rotating/scaling groups all it's elements should move too
- Reset object UI buttons on 'SetMode'
- 5 levels
- Moved group graphics to correct folder
- Pipes per location and redo graphics/move
- Delete left over screw graphics
20th February
- Objects auto create to back or front
- Page up/down works better now (not always having to hold ctrl)
- Fixed a bunch of little things with the editor
- 10 levels
- Did some variations of Cake backdrops
- Redid machine graphics
- Initial 15 levels for zoo
- Began how to play screen graphics
21st February
- One zoo backdrop finished
- Animating elephant
- Found a fix for that alpha white-lines problem
- Sleeping lion
- Some zoo variations
- Initial 15 levels for funfair levels
System Mania Crank Model
22nd February
- Twitching ear on sleeping tiger
- ZZZ's for sleeping tiger
- Sorted objects not assigning themselves to groups correctly
- Flag animation
- Ferris wheel animation
- Some location variations
- Map screen locations/icons
- Started map screen TVs
23rd February
- Finished map with replay option, characters talking and level summaries.
- How To Play system done!
- Added half the controls to the system
- Fixed some bugs in the page module (to do with new texture system)
- Fixed some in-game scoring issues caused by how to play system when used in-game
24th February
- Finished all the instruction controls & pages
27th February
- Failure screen, playing tip and smoke FX ... nice effect =D
- Summary screen, longest combo etc.
- Just In Time bonus
2nd March
- Redid all the difficulty code
- Added the first animated elements
- Can specify what control does what to which animated element
- Animating cogs
- Levels auto assign their own max times
- Zappers antennae
- Steam jet machines
- 60 goes to 59 correctly on time display
- Pause button is now 2d
- Added help routine to quad module to quickly get offsets positions
- Can click anywhere on the UI buttons now
- Tweaked some controls here and there
- Sliders now has a more distinctive slider handle
3rd March
- Simple/small steam generator gizmos
- Trumpet gizmos
- Easy selection cancelling in editor
- No accidental key presses (creating buttons) while editing names
- Control names/texts display toggling on 'N' in editor
- Can now name controls anything (not limited to a single character)
- Stopped pull cords from jiggling on start up
- Belts 3 wheels and colored belts
5th March
- Wrote a UV trimmer function which uses the textures w/h to remove the last pixel
9th March
- Speed up score text to make the next one stand out more
- Added a panic button mechanic, with bar and bonus! =D
- Did a checkbox override
- Started percentage override, going well
11th March
- Finished dialog control override for percentage
- Finished all UI panels
- Tweaked the panic button (works on right-click and blinks the UI)
- Added bonus coins =D
12th March
- Expert scores system
- Finalised text displays
- Initial 15 levels for perfume location
- Several small control tweaks
- 2 space levels
15th March
- Tweaked TV games
- Fixed a bug in the fire button
- Tweaked button doors behaviour
- Fixed a detection bug
- 5 Space Levels
- Another 8 space levels
- All 75 are now done (first pass), just another 5 passes left!
16th March
- One perfume backdrop finished (animated conveyors)
- Perfume conveyors and bubble animations
- Some perfume variations
- Smaller screws on the groups, much better : )
- Tweaked some background art
- Got rid of lots of UV edge lines
- Tweaked switch detection
- Added centre bit to egg timer
- Got a page routine which auto-fixes UV edges
17th March
- One space backdrop finished
- 2nd pass of all cake levels
- Auto naming for auto-animations
- Can now have multiple controls tied to a single reaction animation
- Added reactions for all cake levels
18th March
- Additional bonus round mechanics
19th March
- Chose better colors (including frame which should match)
- Don't use panic bar values
- Tie in the success / failure screens so they make sense
- Need to use time as a big bonus rather than panic timer
- Success condition, make levels winnable
- Additional arcade mode mechanics
20th March
- Started arcade map, can now play arcade levels : )
- Arcade level selection with unlocking levels, total score etc.
21st March
- Finalizing zoo levels (got through eight)
22nd March
- Finished zoo and funfair levels
- Added wheel holders
- Tweaked some controls
- Tweaked cake levels
23rd March
- Did most of the perfume levels
- Made adding reaction animations far easier (auto depth and scale)
24th March
- Finished all the perfume and space levels (animations and scale)
- Started bonus levels for cake location
- Finished all the possible controls for bonus level (6 extra ones)
25th March
- Finished 15 bonus rounds
- Wrote something to tweak entire levels =D
- Did most of the arcade levels.
- Added level script
- Bonus round difficulties and tweakers.
26th March
- Finished arcade mode levels
- Added reaction animations to all arcade levels
- Applied backdrops to arcade levels
- All levels are now complete (just the polished pass to do now) =D
27th March
- Reordered levels and generated new pictures
- Fixed slider flashing bug
- Scale the in game UI down a little
- Trumpets and steam animations should allow multiple hits
- Combo/Bonus text shouldn't go off the edges of the screen (compare with width?)
- Zappers should allow multiple zaps and ignore requests for more
- Are the coins too big? Yes, reduced
- Collect closest coin with weighting towards bigger coins
- Only show cursor instructions for elements that are currently wrong?
- Closed the small gap in the button doors
- Adjusted 'How To Play' control scales
- Switch needs to set its value if instructions!
- Story level difficulty controls tweakers
Some Of System Mania's In-Game Textures
28th March
- Sound : Keypad click
- Sound : Guitar (5 notes)
- Sound : Piano notes (7 notes)
- Sound : Slider
- Sound : Crank clicks (speed and volume)
- Sound : Wheel spin loop (varies pitch and volume, used for egg timers)
- Sound : Pull cord
- Sound : Spinning loop & Belts (varies pitch and volume)
- Sound : Steam release & variations
- Sound : Button & variations
- Sound : Switch & variations
- Sound : Sand loop for egg timers
29th March
- Sound : Gear stick move
- Sound : Knob click
- Sound : Button doors open, closed
- Tweaked some current sound effects (wheel mainly)
- Allowed two wheels to sound at once (much better now)
- Sound : Trumpet (3 notes)
- Sound : Electric zap
- Sound : Incorrect 'Buurrrp'
- Sound : Correct ting
- Sound : Keypad electronic noise
30th March
- Sound : Coins created
- Sound : Coins collected
- Sound : Main alarm flashing
- Title, success and failure music selected and added
31st March
- Fixed the pull cord handle
- Sound : All UI components
- Sound : TV games, 8-Bit style samples
1st April
- Created 2 more level tunes (4 parts each)
- Created some test title and map music
3rd April
- Found out why the arcade and bonus rounds were way too fast
- Added tips system
- Added several tips screens for different bits and pieces
- Added post-it notes for in-game hints
- Added in-game hints
- Got the hide tips option working for both types of info
- Added tip screens for all new types of control
- Arcade Tips Screen
- Redid the expert star on the summary screen
- Arcade mode post-its
- Updated FX_Score to allow for independent alpha and scale fading
- Made sure points are never off screen
4th April
- Finished FX_SCORE module
- Get the points (and bonuses) fading nicely =D
- Y limit on bonus score displays
- Started on the panic buttons
- Level names finished
5th April
- Added machine names to all levels
- Name and label system
- Spent sometime making sure the labels/names looked okay
- Finished off the panic button control and FX
- Fixed can't-move-panic-buttons bug
19th April
- Made a start on the third pass of the comics (first computer pass)
- Got 3 pages done and all the images to make up the rest of the middle comics!
20th April
- Finished three more middle pages and the last two end pages (1st pass, but looking good)
- Comic system (display before map and page turning buttons)
- Added all comic pages to game with 1st pass text.
- Made sure they all function as expected (especially the start and end comic)
21st April
- Started on building drawings
- Tweaking map with new buildings
22nd April
- Finished building drawings
- Finished (more or less) the map screen
- Redid map do use new buttons, much better
- Red lights on map screens
- Wobbling hover screens
23rd April
- Spent all day finished the front-end ... looks much better now =D
- New arcade layout
- Working on logo, might call it 'System Mania' instead of 'Systemania'
24th April
- Updated loading bar
- Trying to find a way to get better characters
- Spent lots of time on main character, adding detail using paths, looks good.
25th April
- Updated three characters using paths.
- Starting text for the map screen.
26th April
- Updated the final two characters
- Updated the main buildings
- Did the ruined version of the main shop
- Used new assets for the 1st comic page (with expressions!)
- Animated main character on title screen.
27th April
- Finished second comic page (spending time on expressions & poses)
- Started on mid comic pictures
28th April
- Finished three mid comics
- Finished first end comic
- Redid the loading screen (again)
Before and after of Fiona the main character
29th April
- Did the last comic (needs finishing)
30th April
- Finished the last comic page =D
- Created all 21 character TV pictures
- Vamped up the success and failure screens for both game modes (including new lead character)
1st May
- Created 10 exterior backdrop images for the levels.
- Finished 6 backdrop 'pages' for each location
- Story levels auto-select a backdrop
- Updated the Moon Launcher graphic and redid all the comics, map & backdrops.
2nd May
- Flashing the map-play button a few times
- Renamed story buttons on map screen
- The Next button on the instruction page now flashes
- Speed up conveyors, then slow down to normal as controls get nearer to the lose state.
- Created expert scores (by test playing) for all levels (arcade & story)
- Fixed the level numbers going over the limit on the map screens
- Nine piano tunes
- Signs now point out that you can practice on the tips/instructions pages
- Condensed first instructions page (less text) and added coins info.
- Added a new coins tip page to level 3
- Moved panic button tip page to later in the game (where it's more likely needed).
3rd May
- Art variations for zoo.
- Panel naming for zoo.
- Fixed a few bugs to do with loading different textures.
- Added a coloring system. Backgrounds, panels and controls can be colored
separately.
- Finished naming the cake shop panels.
4th May
- Fun fair panel naming & texture variations
- Perfume factory panel naming & texture variations
5th May
- Space agency panel naming & texture variations
- Added variations for clouds to all backdrops & UI
- Added in-space background graphics/pages for the last five levels =D
6th May
- Preparing marketing materials
- Renamed the game from 'Contraptions' to 'System Mania'
- First pass of System Mania web pages
7th May
- Re-ordered the space missions
9th May
- Tried uneven beats when not doing well, but it just sounds broken.
- OGG'ified the sound files (saved about 10MB on the download size)
- Updated the loading bar, again!
- Made OGGs call the loading screen
- Spent some time working on a nice way to display 'converting audio' but gave up in the end
- Added OGG-loading-screen ignore code to all games
- Made sure non-OGG'ed samples are being loaded direct from LMO file
- Use 'Panic' instead of '!'
- Use 'Pause' instead of '|'
- Re-ordered post-it notes for coins and panic tip screens (where on the wrong levels)
- Switches show stick to the correct position (similar to knobs)
- Make the switch detection easier (see level 3)
- Made pull cords so they actually need to be pulled
- Map screens need a title and a description of what is expected of the player!
- High-resolution window title for map screens
- All screens now have proper static FX
- Finish the arcade meter
- Polished map speech text
- Added a phone and waves and sound to map (different pitch phone talking sounds) : )
- Hang up and phone ring samples added
- Fixed the info-stays-on map bug
- Added ability to define level order
- Mixed up the levels so they cross over nicely
- Proof read comics
- Proof read half the phone conversations
10th May
- Redid icon
- Redid cover
- Tweaked logo so it's bright (in all places & standardized)
- Need to play title music on comics
- Proof read the rest of the story text and tweaked the order/positioning
- In space pictures for map TV screens
- Proof read all the panel labels
- Added a new backdrop for when Fiona goes inside the mars obiter
11th May
- Take the mars obiter out of Larry's last story images (and re-test)
- Need less text and more graphics on first how-to-play page
- Stuck on the practice tip screens, make the first couple more obvious to continue
- Wheel instructions should be more clear
- Coins help should read 'click on them before ...'
- Re-sized all instructions and tips text (including post-its)
- Cancel talk sample when playing hang up (fades out past hang up sound)
- Summary and failure screens should say 'Stage 1 Failed' or 'Stage 1 Success'
- Finalized summary background fade : )
- You can see a quick flash of the game controls appear when continuing from how to play
- First level of zoo doesn't use correct colors!? Okay when you visit how to play though
- Arcade music sequences
- Arcade warning sounds (using the story mode ones is too much!)
- Single panic Bonus Coins
- Extra single panic button FX
- Make sure panic bonus isn't permanently fixed (just on 'C' key)
- Panic buttons auto-increase the levels difficulty
- Panic buttons auto-increase the expert goal
- Need a panic button tip (and in-game post it)
- Tweaked the panic button holder
- Tweaked the star FX texture
- Add panic buttons to all levels
- Tested panic buttons work for every control type
- Added difficulty mode selection when story mode is completed
- Made auto-difficulty real time stuff float based instead of integer
- Added penalty consideration for some bonuses
- Proof read all the pages
- Added high score system
- High score pages
- Added System Mania high scores to builder
- Uploaded System Mania pages to test high score
- System Mania was the first visitor to the System Mania pages, worked first time too =D
System Mania's In-Game Development Editor
12th May
- Made two desktop images for System Mania
- Started the System Mania DVD case : )
- Proof read and greatly improved marketing text.
13th May
- Finished DVD case image off
- Proof read web text
- Uploaded case and desktops (and added them to the appropriate page)
- Tweaked some small ramp issues
- Uploaded everything ready to plug in to the main site =D
14th May
- Redid all the comics so they have a little more detail on screen
- Fixed mouse detection (was slightly off all this time!)
- Add missing panic button sound
- Added a cheat to get the expert mode early
- Added a spin bonus
- Created and uploaded build
- Released System Mania =D