The snippets of text you've posted so far are really well-written and powerful. I'm looking forward to checking this out once it's done!
Recent community posts
Thanks so much! The track getting permanently harder is part of the central mechanic of the game - you have to finish with the most complete laps, but each completed lap makes the track harder. Players are meant to try and "cash out" with a certain number of complete laps when they think the track is so hard that all the other players won't be able to complete another lap. It's kinda hard to explain. :P
Devlog Update #2
Sorry for the delay between updates - we have been making progress, just rather chaotically and as such weren't able to keep up any sort of regular update schedule.
Unfortunately Wren has health issues that limit how much energy they have to do things each day, and it turns out coding is more exhausting than they hoped, so they've had to take a backseat on this project. They're still going to contribute if they can though, and they did get all of the important stuff done in the first few days. I'll be consulting with them a fair bit too, as they're better with Construct 2 than I am.
Anyway, when we left off last time the game was pretty basic. It's still far from playable, but we've made some great strides. First off, new art assets!
A much better looking car - currently the only one I've made, though I have plans to put several others in the game with differing stats. That's kind of a stretch goal though. I made this sprite in Paint.NET with the base colours on one layer and transparent shading on another, so it's super easy to make alternate paintjobs for it, like this:
Aside from cars, I also have basic sprites for the power-ups done:
They are, in order: Bees, Fire, Reverse Controls, Heal, Lightning, Spikes, and Oil Slick. Reverse Controls and Heal both just affect the players, whilst the others add a hazard to the track. If the power-up is activated by the player mid-lap then it adds it temporarily, whereas crossing the finish line whilst holding a power-up adds the hazard permanently to a section of the track. This means the track gets harder as more laps are completed, but players can still activate powers mid-lap if they think it's worth it. I have had several other ideas for power-ups, and for the hazards "levelling up" as more power-ups are applied to the same section of track, but those are stretch goals. A couple of these might end up getting cut for sake of simplicity (oil slick and bees are somewhat similar, in that they affect how easy it is to steer, but oil slick is easier to implement - same with fire and spikes, with spikes being very simple and fire being more complex) but these are the core 7 I want to try and implement first.
The track has also gotten a visual upgrade:
I've only gotten the straight segments done at the moment, but now that I've got the visual style sorted getting the other pieces done should be faster.
Now, onto gameplay/coding changes! Wren has made it so power-ups spawn on spawners placed manually on the track. The game keeps track of how many power-ups there are on the track at any time and spawns more on a random spawner that doesn't already have a power-up and isn't touching a player vehicle, like so:
The power-ups are also no longer applied to the track immediately on pick-up, but are stored as a variable in the car object. Players can then press a button to activate their stored power-up. Whilst we do have very basic graphics and effects for the hazards these power-ups cause they're no where close to done - that's the next major hurdle we need to overcome.
I've also implemented code to keep track of how many laps a player has completed. We were worried this would be vulnerable to exploits if done incorrectly (e.g. players may just be able to drive back and forth across the finish line to increase their lap count), and as victory is determined by the player who has completed the most laps, it's important to get it right. The system I've implemented uses a variable called LapProgress that counts up as the player goes around the track in order, and checks to see if their LapProgress is high enough to indicate that they've done a full lap when they touch the start/finish tile again. If they have, their currentLap variable increases by one, and their LapProgress is reset to 0. Otherwise it just resets LapProgress to 0. This prevents most exploits, but may need refining further.
So, yeah. Progress has been made, but we've still got a long way to go! Next goal: Making the graphics and code to have the different hazards appear on the track (which means I'll have to figure out how to draw a swarm of bees).
Aaaa thanks so much! I am planning to make transition animations to play on the track-screens when powerups get applied to them, but right now we need to focus on getting the game working, as our prototype currently has quite a few bugs. D:
Wren was originally going to put gifs directly in the post, but we thought it was distracting and hard to read the text when there's a gif looping right by it, so we put them behind image links. But speaking of .gifv files, have a preview of what I've been working on:
Looks great so far! I assume "Caliburn" is your sword, so if it's your only source of light would it be possible to throw it in order to light up somewhere far away? That might be an interesting risk-reward mechanic - it lets you see further ahead, but you've just thrown away your main weapon.
1. Hi there! What's your name? Want to introduce yourself?
Heyo! My name's Krall (real name James), currently unemployed and not in education, so I have plenty of spare time to dedicate to creative projects like this one. :D
2. Did you participate in the last jam we held? If so, what do you plan on doing better this time? If not, what's your reason for joining?
This is the first jam I've ever joined. I've dreamed of making games for a long time and have a text file on my computer where I keep all the game ideas I have - recently I told my sibling about some of these and they suggested we try out this game jam to try and make one into reality!
3. What games are your favorites? Did any of them inspire you, or made you want to make your own?
I'm the kind of person who owns several hundred games on Steam, so it's difficult to narrow down my favourite games. I do like a lot of indie stuff, because indie games avoid/buck the trends and conventions of game genres and are able to come up with fresh new ideas, and execute them in ways not seen before. A couple of indie party games me and my sibling have played recently inspired our current game idea, primarily Ultimate Chicken Horse, where players add objects to the map to make a platformer level that is dangerous enough to kill all the other players, whilst still being possible so that you can get to the end unscathed. Our game concept for this game jam is similar, but as a racing game rather than a platformer.
4. Do you have experience with game development? What did you do/with what engine?
Nope! I've tried to learn coding in the past but Real Life(tm) keeps getting in the way.
5. Tell us about something you're passionate about!
History, and speculative/alternate history fiction are my jam. I also love animation and musicals, so I'm a big fan of animated movies and cartoons - my favourite movie is Prince of Egypt, and my favourite cartoon is Steven Universe.
6. What are your goals for this game jam?
To complete a creative project, and give myself the experience and confidence to do further projects. Also to have fun with my sibling, make them laugh, and annoy them with my terrible ideas. :D