Posts Tagged ‘terrain’
Well, I spent a lot of time working on the core mechanic, and now I have to find a way to make it FUN. Right now, it just feels like a tech demo.
I added two enemy types… they will hunt down the player and occasionally pause to destruct the terrain.
They basically work the same, but one is faster than the other. I will add another of the same type that is even faster AND has a larger destruction radius.
So this is what I spent most of my time on… THE TERRAIN GRID SYSTEM of ZUNZANDA:
The white blocks represent negative space. If you step into these areas, you will fall into the unknown. The other tiles change dynamically based on the neighboring tiles. If a section of ground is destroyed, then the tiles surrounding the new negative space will change form.
The white areas will obviously be invisible in the final game, as seen in the first screen that I posted.
Now I just have to figure out how to handle game progression and make it fun… then add SFX and music. I think I’m gonna have to cut a lot of features out, as usual. I had so many rad ideas and the terrain system just took too long.
I ain’t goin to sleep, yet. I’ll be up for the next 10 hours or so… then I’ll get about 4 hours of sleep and finish it all up tomorrow afternoon/evening.
Okay well its not quite complete, the waves of enemies could do with some more work but I have my mum coming up from London to visit me in 30 mins so im gonna call it quits here.
So, finally it has a name, I have called it “48 Hours Later” Its not technically true as I have only had 40 hours to do it, but oh well!
Overall im pretty happy with my first Ludum Dare entry, im very tired right now and have a banging headache, but thats all part of the fun right?
So onto the game. First some shots:
Okay so if you have been following waaaay back my original intention was to make a game with the same sort of art style as World of Goo but with the game mechanics of Boom Stick. I think I have stayed pretty true to that original idea.
Basically you fight against waves of enemies that float across the screen. There are currently only 10 waves, I would have liked more and with more variety but oh well
The theme of the competition was “Enemies as Weapons”. I have incorporated that theme by having the enemies drop giblets when they die. You then have a certain amount of time to pick up those giblets and fire them back at the enemies. Enemies as weapons!
So as a disclaimer: im sure the game has many bugs and things, I have run out of time to do much in the way of testing and optimising. If you find any bugs however drop a comment I would love to hear about them as I plan to release this to a few flash portals, so would like to get those bugs fixed
Anyways enough jibber jabber. A few more shots then the game is below:
You have to play the game on my site, I cant get flash to work here
Oh also, if you cant run flash I plan on making a Youtube video in the next day or so to go along with my timelapse of development!
Adobe Photoshop CS5
Adobe Flash Builder 4
Adobe Flash CS5
Well its been quite a while since my last progress report. I have mostly been sleeping (well 4 hours of it anyways).
So progress is coming along nicely STILL no gameplay tho :S
So far you can shoot and destroy the enemies and then collect thier giblets before they become part of the terrain. The idea is that you can then shoot those giblets back at the enemies. Take alook if you are interested:
Have to play it on my blog as flash doesnt work here
Oh I just noticed I left some debug sliders on there I was using to try and hone the bloom levels. Have a play with them if you want.
Progress update. I had a small sleep between 5 and 7 as I was getting pretty sleepy and my body still thought it was night time.
Desprite this im making progress:
It doesnt look like much yet, I have mostly been laying the foundations for later development
So far I have the foreground layer in, need the other layers in next then some camera movement, tho Im going to have to get some breakfast soon!