Fin ‘N’ Kit DevLog #2

I don’t have a lot of time to program today, since I teach class tomorrow and still would like to grade some assignments before then. Everything else I got done early today, so I snuck in some gamedev.

Beginning the set up of the map editor. The original version of Fin ‘N’ Kit (originally Delfino i Katyuno) has a map editor, but it was built with small mobile devices in mind. Trying to update the game with the old framework wasn’t working out, since it seemed like it wasn’t supporting much as far as desktop computers went. Due to a few constraints, I’m rewriting the game in C++ – but, it shouldn’t take *too* long, depending on how much time I have.

I’m redoing the interface, keeping in mind that it should be usable both with a mouse/keyboard, but also with just a handheld device’s touch-screen.

Anyway, here are some small screenshots. I would like to redo the trinkets and obstacles in the game, because they don’t make much sense I think. Or they’re not shiny enough. Or something.

The game may also support different sized objects (either scaling an item to different sizes, or some items are just bigger than others).

Oh well, that’s it for today!

Fin ‘N’ Kit DevLog #1

The Moo team is working on updating Fin ‘N’ Kit – an old mobile game I made two years ago with Gideros and Lua.

Because of some of the constrmain menuaints with Gideros when it comes to PC support, I’ve spent the day creating a Fin ‘N’ Kit C++ project using my Kuko framework, which is built on C++, Lua, and SDL2, with the intention that it will be our primary framework for all PC and mobile games (with Windows, OSX, Linux, and Android supported initially.)

In the Kuko framework, you can set up menus in .lua files, basically making use of Lua tables, so today I’ve mostly been working on menus.

So here’s some quick looks at the main menu and play sub-menu.

 

Screenshot-Fin 'n' Kit - Moosader LLC-1Haven’t worked on the Options or Help menus yet, but there is a language select menu in, with the languages English, Spanish, and Esperanto. We can add translations later, but these are the languages that people on the Moo team currently have expertise in.

The level editor is one of the big things to implement soon because that means that the Moo team can work on levels sooner, so we can get a collection of levels available for play upon first release of the game. Of course, we can also add new levels and themes over time.

The level editor will also be included in the game, just like with the current version that is available on Google Play.

 

 

Screenshot-Fin 'n' Kit - Moosader LLC-2Another thing that Lua is used for in the Kuko framework is language files, which allows us to have the game available in multiple languages. The menu lua files can take hard-coded text, or a text ID, which would correspond to a key in the language files.

 

Well, that’s all for now.

–Rachel