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Gangan! Junkland Dash

A topic by anarbitrarymustache created Sep 16, 2017 Views: 527 Replies: 9
Viewing posts 1 to 6
Submitted

I'm a little late joining, so am going to try to throw together something this weekend (so about 48-72 hours). It was incredibly difficult narrowing down to a single choice, but ultimately selected Gangan! Junkland Dash from the 2013 exhibit by Illustrator Zac Zedica. The game's description (translated from Japanese):

2XXX year. Junkland suffers from enemies. The King of the enemy army boss and the gangs led by him occupy the junk land and it becomes a battlefield. To get Junkland back, residents, stand up! Modify the car, wear weapons, fight!

My plan is to do a 2D top-down driver/shooter a-la the old Spy Hunter arcade game. I'm going to make it a procedural generated, endless runner though instead of having to design levels. Hopefully this will keep the scope manageable within the tight window. Will hopefully have a rough prototype put together after lunch. Time to crunch!

Submitted

Day 1

I've got most of the game components roughed-out. The player handling, the basics for the endless-runner controller, basic save system(your pickups (scrap/cash), which are used for upgrades, will carry over. plus record distance is saved as well) 3 enemy types, and ramps! (which takes me back to this old NES game, Bump N Jump. I just had to have ramps). Also, have music almost finished. 

Still to do

  • The level controller right now just randomly spits out stuff in kind of a random location. I'm going to create a series of patterns that it will use so it looks a little more hand-crafted.
  • I've got pickups which at the moment are just created by the level controller. Need to add in them dropping after enemies are destroyed. Also something to spend the pickups on! I plan to have an "upgrade" screen after each death so you can spend your scrap/cash you collected to upgrade weapons/car/hats(?)
  • Make it pretty! Right now I'm only planning to have time to create sprites for the player, the 3 enemies and a single level skin (wasteland desert). If I have time, I'll try for more.
  • Sound effects. 
  • There was other stuff that I've since forgotten since writing this. I'm sure they'll come to me in the far future.

A quick capture of the game so far. Going to spend the rest of the night working on pixels because it's ugly to look at right now (plus most things on the screen do not read well at the moment - especially bullets!)


Submitted (1 edit)

Day 1, cont. (well technically Day 2, but I haven't been to sleep yet)

The night ended up being fairly productive. I went back and forth between being creatively motivated and artist block. I'm happy with the final direction, even if some items are still bothering me. Mockup below. This scene is very crowded, but I was trying to fit in just about everything. Still have a few items to design. Will spend tomorrow (today, after I get some sleep) getting everything game ready and imported into the game.


Submitted

Day 2

Feeling a little burnt out. Was really hoping to be a little further a long by end of today. I don't think I'm going to have much time the rest of the week (much less by the deadline) to work on this anymore. Was able to get most of the updated sprites in. Created my upgrades and the necessary systems to support them. Didn't really get to work on the level controller and how it "builds" the level.

My list

  • The level controller right now just randomly spits out stuff in kind of a random location. I'm going to create a series of patterns that it will use so it looks a little more hand-crafted. <-- Didn't get to work on this yet. This impacts enemy spawns as well. Right now they are kind of random, but the harder ones (attack chopper) shouldn't really show up until you are further along.
  • I've got pickups which at the moment are just created by the level controller. Need to add in them dropping after enemies are destroyed. Also something to spend the pickups on! I plan to have an "upgrade" screen after each death so you can spend your scrap/cash you collected to upgrade weapons/car/hats(?)  Complete! Well, mostly. I want to put more effort into the enemy drops so that they aren't just dumped where they died - have them "thrown" further out front to increase the player's odds of being able to pick them up.
  • Make it pretty! Right now I'm only planning to have time to create sprites for the player, the 3 enemies and a single level skin (wasteland desert). If I have time, I'll try for more. As Complete as this is going to get before the deadline.
  • Sound effects. They definitely feel (or sound) rushed. Going to have to do for now.
  • There was other stuff that I've since forgotten since writing this. I'm sure they'll come to me in the far future. <-- Still hasn't come to me.
  • Title screen - I started a title screen (can see a screen grab below). The big empty space was supposed to be for our hero and their car. I envisioned they would just be sitting there and the sun goes down and a fire starts. Just a quite endless loop of day to night and back to day. A nice contrast to the actual game. Of course I probably shouldn't have been wasting time on this but I wouldn't be me otherwise.

I'll probably get my build up tomorrow. Thanks for stopping by.


Submitted

Ended up with a chunk of time this morning so was able to clean up a few items and put together a build. You can give it a go here: https://anarbitrarymustache.itch.io/junklanddash (Windows only at the moment. Going to work on an HTML build, but not sure if it will be done before the deadline.)

This has not received any play testing besides myself, so I'm expecting it have a bug or two. Thanks in advance for giving it a try.

Submitted

Oh man, it looks fabulous, I'm glad the deadline was extended, thanks for the HTML build!

Submitted (1 edit)

Thanks! And I hadn't seen that the deadline was extended! Thanks for the heads up.

Submitted (1 edit)

v1.2 now available


I never get as much work done as I want, but still made a bunch of changes. Had a nice free day yesterday to crunch.

  • update level generation controller - with some new obstacles. Still needs a lot of play testing and tweaking.
  • improved looping in main game music track (still not perfectly seamless but not nearly as noticeable as before)
  • fixed shield bug; shield were supposed to allow you to survive a single bullet hit, but the check forgot to destroy the bullet so it just kept hitting afterwards
  • fixed camera bag; some weird math rounding that could cause the camera to get much further than the player leading to the player no longer being visible on screen.
  • fixed boost bug; boost was increasing all units speed, which was not intended. now only in creases the player.
  • fixed pixel to km conversion. distance traveled was higher than should have been based on actually speed. this is kind of nitpicking, but it did lead to the gradual speed increases which were based on km milestones to come much sooner than intended (this will have greater impact later, when enemy and loot spawns correspond with those milestones)
  • added "hit flash" on enemies to better convey when being shot.
  • added "red car" shimmy; when the red car enemy is in attack mode (shooter hanging out the window), there is a chance that your bullet hits can cause the driver to lose control (causing the shooter to retreat inside).
  •  new "red car" AI; will now try to pass you if the player is blocking their lane
  • consumables! fuel and ammo are now consumed on use and replenished when picked up. ammo and fuel are no longer used as currency for upgrade purchase.
  • HUD changes to display fuel and ammo levels.
  • new "drops" that will act as currency for higher level upgrades. There are three rarities. They are currently a blue, purple, orange (rare, epic, legendary) "part/screw". Plan to replace with 3 unique items (like fuzzy dice or raider ears, something like that).
  • upgrades are no broken into two types - 
    • permanent, progression upgrades (dmg, shields, boost timer, speed) - these are purchased and are saved between rounds/games. 
    • single run power-ups (rapid fire, double shot, flamethrower, mines,etc) - these are based on a powerup level and acquired each time you pickup a power up "star" in the level. They stack and are in order. So get the first star and you get rapid fire. Get the second star and you get rapid fire, double shot. You die, your power up level returns to zero.
  • The items that spawn from destroyed enemies were supposed to fly out forward, giving the player a chance to pick them up. Not sure when this stopped working, but it wasn't working in v1.1. Fixed now.
  • The camera will "catch up" if the player gets ahead but not the reverse. Fixed. This was a clamping issue where I clamped at zero preventing a negative, ie, slowdown.
  • The not an array crash that would sometimes occur with exploding barrels should now be resolved. Haven't been able to get it to occur anymore anyway.
  • Added that barrels and barricades now explode when you jump over them. Just makes ramps even more fun!
  • Made some tweaks to the spawning timers. The helicopter does not spawn before 2km now (turns out my previous math could have them spawn after 1km).
Submitted

Nice to hear you got to work more on this :-)

I was wondering: what's your toolset for this game?

Thanks!

Submitted

I'm using Game Maker Studio 1.4 for my engine. Photoshop for my pixels. Bfxr.net + Audacity for most sound effects. Mark Sparling did the music.