Posts Tagged ‘LD #15 – Caverns – 2009’
I did make some updates to Xue after the compo, which I spun into my “game of the week” for this past week.
I’m not really super pleased with the result (in the end, I think the game still has too much “oooo… parallax” and not enough “wow, that was fun!”), but I also don’t have a clear direction that I’d want to push the idea in at this point, so I’m letting it stand as is for now. Maybe someday when / if I get a better sense of exactly what I want people to do in those caverns I’ll spin off a different game based on the entry.
Anyway, heres an updated screenshot (once LD was over, I immediately and shamelessly plugged in some graphics from LostGarden.com):
It’s playable online here: http://www.thewasabiproject.com/flash-games/play/play-xue/
As Kobel suggested in the comments on the entry, I did use a color matrix to tweak the background layers (actually, the original entry did that too, but it only darkened them, so it wasn’t much of an interesting effect). There are a few different “atmospheres” that the game uses for the caves, each of which fiddle with the colors of the background layers in different ways.
Gameplay-wise, I added some fireball spewing monsters, along with items that restore fuel. I also fiddled with the controls for the player’s ship (and actually I’m still fiddling with them, even with the game already released online), and adjusted the way the crystals spawn.
The map is also completely enclosed now, so there shouldn’t be any more invisible walls, and there’s no longer a way to fly off into space off the top of the map. Technically the map generation got tweaked a bit too, but nothing terribly interesting (the maps start out at half size and get scaled up, which both speeds up the generation a bit and cuts down on some annoying small-scale features).
I’m always happy to get feedback (though on this one, like I said, I’m not sure if I’ll stick my fingers into it again for a while unless a really compelling new direction for it comes up).
I also realized when I was getting ready to write this post that I never posted the updated version of my LD14 entry — so I hope nobody will mind if I tack it on here!
That entry was Crushing Pressure, and it turned into this little Flash game:
You can give it a whirl here, if you like: http://www.thewasabiproject.com/flash-games/play/play-crushing-pressure/
The original entry for LD14 had the same basic goal (rescue the little people while avoiding the walls), but it didn’t have any other obstacles to avoid (the updated version adds the DoomCubes and WhizBlades). The released version also added music, and little extras like an honest-to-goodness score counter and some quick transitions between levels. It’s still a pretty simple game, but there are a few minutes worth of gameplay hiding in there, I think.
Thanks for the feedback everyone left on both the original entries!
I made some changes based on the feedbacks !
- fixed animation, to animate only when the char was in movement
- add some instrunctions of how to fire
- increase the distance of the border of the screen to avoid zombie-suprises
- changed the torch throw to allow multiple torches
- fixed level 3 and add a level 4
- criated a windows exe
- fixed some screen flickering
- reduce the maximum speed of the zombies
- generated some random textures for the ground
thanks all for the feedbacks !! this helped a lot to enhance the Java engine that Im building.
This has more content. I couldn’t really think of more stuff to add, but it should be more interesting for those who thought it needed a bit more variety.
If you play and start to wonder “where did that background go?” Not a bug. Took it out because it was UGLEH.
*1.2p = 1.2 post LD
Here is a timelapse of my entry. It shows some of the game at the end.
It was a long and tiring journey, but I made a game, you can watch me do it if you want:
anyhoo, I need sleep now, hopefully tommorow I’ll have time to play a large chunck of the entries
ouch, that was close 30 minutes to the end and the jar file was giving me problems hehehehe, allways forgeting the deploy details !! but at the end everything is fine, and the final version is on the air.
thanks all !! that was a real fun !
Finally, a submission-worthy version, complete with menus, music, and online high scores:
And, of course, a gameplay screenshot:
You dig a fallout shelter, then hoard supplies in it. The ultimate goal is to extend your shelter all the way to the cavern below, and re-unite with the rest of humanity. If you make it there you even get to submit your score (a composite of how much stuff you’ve gathered) to the leaderboards!
Download Shelter From the Rain for Windows, or get the Python+PyGame sources (for Linux).
This is going to be short and sweet. because my Model M makes a racket and it’s nearly 3AM.
About the game :
Well it’s the second ‘game’ i’ve made this year, it’s simple and has that one-more-go factor to it(at least in my opinion).
Things that went right :
Oh, So much went right and I was overjoyed when they did and it was finished and it actually ended up being pretty righteous. sound was nice and easy to do, graphics took the longest(the playersprite mostly – I was pretty lazy when it came to the floor tiles. Coding was fairly easy, the generation of the floor was a bit tricky but I got it in the end and was amazed when it all worked without a hitch! Scoring and highscores were easy to do, you get 1 point per step(~60pts/sec) and at 100,000pts(add : it’s actually about half an hour) something the world changes.
Things that went wrong :
Oh god the collision was a nightmare. The way i’d written it was everything except the score was moving at 2px a frame left, and Game Maker doesn’t like to do collision very well with moving objects because they are notorious for making the object stop without warning. This of course, led to problems with making gaps in the platforms. I think I completely squashed it though, but I think it might come back in a very very rare case.
ADD: People have commented about the logs that materialise out of nowhere, and they were a hacky bugfix that allowed me to get away with just randomising the floor/fire generation and letting it run wild(there’s a 25% chance of getting a fire tile) as anything more than a 2-tile jump is impossible(note : all two tile jumps are possible, anyone saying otherwise just got unlucky.).
Final Words :
I had a lot of fun coding this. Small games are easy to make, can sometimes be horribly addictive, and a big rush when people like them
My personal highscore is 20,171 – try to beat it!
I’ll definately be doing this again.
And… I’m done! Four LDs in a row, imagine that
Cavernous Shooter! is a top-down shooter set in a cave environment. Try to fight your way through the entire cave system, using the links below:
[WASD] or [Arrows] to move
[Left mouse] to shoot
[Right mouse] to fire shotgun (if you have ammo for it)
[R] to reload
[Q] to toggle particle quality settings
The linked zip file contains .bat and .exe files for Windows, or .sh for Linux and OSX. It also contains the game source code.
There is also a web (Java Webstart) link – just run the .jnlp through your java/bin/javaws.exe (most browsers will default to this behaviour).
“Done” as in, some stuff left to do, but I give up. The game is playable and submitted. People can play it. I will release a Windows version tomorrow-ish. (The XP laptop is asleep and I don’t want to wake it up and start downloading files)
It’s been done for a few hours now, but I needed to sleep.
Page is HERE for your enjoyment.
Have fun ^^
Play Online: http://realnoyb.googlepages.com/cave.html
Finally done with my first Flash game (for certain definitions of done). I’m absolutely enamored of Flixel, especially coming from the oft-quirky Multimedia Fusion.
This game is a fairly straightforward sidescrolling shoot-em-up, with a greater focus on dodging than shooting. Collect gems. Ants fire blindly. Bats charge down the center if you wake them up by shooting. Shoot down stalactites to crush enemies beneath for bonus points. Falling stalactites shake the cavern when they land, and might cause unwanted collapses. The enemies get faster, stronger, and more numerous as the game progresses.
Controls: Arrow keys move. X shoots.
Tools: FlashDevelop, Flixel API, GraphicsGale, Modplug Tracker, sfxr, Audacity
Not that many hours left of the competition now…
Here is a recent screenshot of my little entry, Mr Monocle And His Marvelous Madcap Underground Race:
I got everything I planned implemented. Main menu, highscore, game over screen, items, enemies, a gentleman with a monocle on a penny-farthing, death, explosions, procedural generated music, sound effects.
What I need to do now is to playtest it a lot, fix all bugs I can find, finetune it, balance it, and, with some luck, at least try to redraw the sprites. I have had it on the TODO list since yesterday and I keep pushing it aside…
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 don’t think I could go on for another 4.5 hours, nor would it matter much. Consider my feeble attempt at a Roguelike buried under tons of rock. That isn’t to say it won’t be completed eventually, just not today.
Next time, though…
Finished my entry for the LD#15. It’s a pity I didn’t have enough time to include all the features (enemies, power-up’s, lots of blood, stalactites…) I thought at the design stage, but at least it is playable. I think I might continue the development, though.
I’ve had lots of fun! This was my first LD and I’m really satisfied. See you in the next one!
- main menu = done
- level reading = done
- level changing = done
- collecting artifacts = done
- map scroll = done
- npcs generation = missing
- lifes = missing
- attack = missing
I lost motivation, so the game has been cut short.