Posts Tagged ‘caverns’
You can watch 36 hours of my game development on Angry Caverns compressed into 3 minutes here in my timelapse video on YouTube.
It was my first year doing a timelapse and I think I’m hooked. So much fun to see the creative process!
Time to sleep soon too…
I finally got my entry done. It’s not nearly what I wanted it to be, but that’s ok. It’s ok because it’s still a game. Most of the time my entries end up being tech demos or proofs of some concept at the deadline. This one is different though. The engine itself is complete enough that you can create levels for it and actually play them.
If you’ve ever played the Kroz games, you’ll see the similarities. I used it as massive inspiration. I tend to forget about it when I think about my favorite games growing up, but there’s no denying that I spend hours upon hours playing it.
I can see myself working with this afterward, making the engine more robust and fixing some of the things that can be done in a more efficient manner. There are plenty of new objects and mechanisms to create. I only created a few of them. I could create other monsters too.
Right now there is only one level, and it doesn’t have any kind of ‘campaign’ code to link more of them together, but that would certainly be in the cards. A level editor would also be a must, as I did this first level using just a text editor and about twenty minutes.
For now though, I’m going to go spend time with my family who I have ignored this weekend. And hey, maybe go to bed early. There is work tomorrow.
Have fun with LoneStranger’s Caverns!
I’ve used the snazzy new uploader tool to submit my final version of Angry Caverns with 10 minutes to spare even!
ANGRY CAVERNS – by HybridMind – August 28th-30th, 2009
Created from scratch for Ludum Dare 15’s 48hr game competition
You are the angry caverns. You awaken one day to find many creatures living inside of you. This pisses you off. Destroy as many as you can.
How To Play:
- Click on the stalactites and bubbling vents to trigger your attacks.
- You will have limited time on each level
- Chain attacks for big combo points
- Glowing creatures are worth more bonus points
- Bigger completion bonuses for more creatures killed
- Supports online leaderboards!
Coded in Flash / ActionScript 3.0 using the Flash CS4 IDE and using Dr. Petter’s sfxr for sound effects. I composed both music loops in Reason.
Feel free to email me at dave [at] hybridmind.com or visit my blog and leave me a comment.
I’ll be working on this game some more so any thoughts or suggestions while be taken into consideration for the post-compo version! Thanks for playing and I hope you have a good time with it!
It’s been done for a few hours now, but I needed to sleep.
Page is HERE for your enjoyment.
Have fun ^^
I think I have everything in there I need to now (including a second trick). I just want tohave a go at redoing the character and fixing up the UI a little before I call it ‘finished’
playable after the link:
I’ve finished plugging in a bunch of sound effects for Angry Caverns and you can hear and play the result here (Flash)
Now I’m off to use Reason to compose a quick main menu loop and at least one level loop…
Then it will be time to generate some more levels than 1 !
EDIT: If anyone plays and the sounds are too loud / soft / annoying.. feel free to let me know! Thanks
I’ve got another playable billed uploaded along with another gameplay video for the passively curious:
You are an extremely angry cavern. You awaken one day to find many creatures living inside of you. This pisses you off! You have a short amount of time on each level to use your cavern weapons to destroy as many creatures as you can. Kill multiple creatures with one attack to earn combo points and kill rare bonus creatures for extra score! Compete online with global leaderboards.
- Use your mouse to click on your weapons (stalactites, geyers, etc.)
- Kill as many creatures as you can within the time limit.
- Kill all the creatures for a big bonus!
A few more screenshots with captions after the READ MORE…
its not much bit its actually been the biggest headache so far this LD =/
playable after the link:
yeah baby we have artifacts !! =)
Glaucon lost in the cave will have to search for some artifacts so he can open the door, and look for some enlighment at the next cave…
Combos are working, though there is still only the 1 ‘trick’, you can add to your combo by doing air jumps, and getting *really* close to lava (best to try when in slowmo).
playable after the link:
I’ve been up for a few hours now, after a rather lazy yesterday evening (too much Batman: Arkham Asylum riddle finding, and Professor Layton puzzle solving) and I’ve got my first graphic in the game! Woo!
Above you can see the basic layout for the game – the top strip of the screen will show the side on view of the Cavern Club, complete with little pixel Goths, Rockers and Metalheads. They’ll hopefully move from place to place as their needs dictate – from the tables to the dancefloor when they want to dance, from the dancefloor to the bar when they want to drink, and from the bar to the toilets (to the far right) when they…. well, when they’ve drank more than their plumbing can handle.
Unfortunately, all that happens at the moment is that the time in the top right hand corner advances (at *150 speed), I print out some sprite fonts to show what’s going on with a starting group of ten punters, who wait around for 10 in game minutes and then either pay to get in (if they have the money and the door price isn’t too steep) or they leave in disgust.
I’m not going to get this finished, realistically, but I’ve already learned a hell of a lot (for my first proper go at XNA). To those other people stepping down, or thinking of stepping down – I’d like to offer my encouragements. You’re close to the end, what’s to lose in just pushing a bit more and seeing what you can get at the finish line? Everyone else, who doesn’t have time to read this – keep going, and best wishes!
Morning LDers, added board sounds, the begginings of a combo system, and I’m playing around with lighting so my lava pieces will look cool hopefully.
playable after the link:
My folks came over and I haven’t had much time in front of the computer since then. We went swimming for awhile and then grilled some burgers. The doofus I am, I forgot to take a picture of our picnic out in the back yard. Burgers with bean salad and pork and beans. Wow, did we have enough beans there? Anyway, my mom had a few cake mixes that were getting close to expiring so she brought down a cake.
So where am I in development… I’ve got a hero that moves around the map and collision detection works great against the walls. I’m putting the finishing touches on the gem tile type and have begun the monsters. I still need to do more tiles, but I think I can wait until I get enemies done.
Most of the work is all behind the scenes, which I hope means that the rest of it will start to fall into place at a faster pace later. Hopefully the next screen shot will show some monsters, even if their AI isn’t ready.
Thanks to some help from Gilvado I figured out this whole CamStudio business and uploaded my first ever gameplay vid to YouTube!
I’m tuning some of the bat physics now.. which reminds me– ya know one thing I love about doing game development? It’s getting to say things like “I’m tuning bat physics…”
Hopefully I’ll be back soon with more exciting developments.