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Dropping out
I just haven’t been feeling it this time around. It’s been too nice out, and I’ve had too much of a social life to work all weekend. I was able to come up with a quick semi-playable “game” though, so I suppose what little work I did isn’t TOTALLY wasted.
http://www.sendspace.com/file/kmil5h
I don’t think I abided by what I needed to to call this a final entry, so I’ll just call it a “So I don’t waste it” entry. No readme, but the controls are as follows:
Arrow Keys — Move
X – “High Jump” (Costs Fuel) “Walljump” (No fuel drained)
Z – “Hop” (Half the fuel drainage of high jump, but half as useful)
C – “Dash” (Costs Fuel)
Goal is to clear the platforming “level” without running out of fuel. Essentially, to beat the level in a “minimalistic” way. Probably would’ve been cooler had I given it more work.
It’s definately something
I’ve had something semi-playable for awhile now, but I think I’m finally to the point that failure is possible, meaning it’s reached game status.
It starts out as a simple platformer, but the meter at the top, rather than health, is actually a sort of “fuel” meter, which restricts how many times you can jump, or dash. (Walljumping is free though.) Thus challenging the player to beat the level in the most “Minimalistic” way possible.
I might keep the placeholder graphics, in spirit of the theme. Although that seems a tad too easy.
Fairy’s Light Final
Well, I’ve doodled, and I’ve tinkered, and I’d say I’m as done as I’ll get. So here’s the final version.
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http://www.sendspace.com/file/8plytj
It’s written in C++, using Allegro. Go nuts.
End of Day 1 Progress
I really feel like I’ve got a decent amount done. Currently, you inderectly control the little grey thingy by telling it when to jump, and manipulate the environment by making the jewelry do things. The energy beam is just a nifty little effect that I love. There’s still little sign of the “Chain Reaction” theme, I’m brainstorming how to get that in. Maybe a good night’s sleep’ll help.


