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Flush Rush

A topic by anarbitrarymustache created Aug 11, 2018 Views: 555 Replies: 8
Viewing posts 1 to 6
(1 edit) (+1)(-100)

Due to work, I'm getting a much later start than I had hoped.  I wanted to do a more detailed devlog, but I'll be lucky to even publish a finished game. It's been over 6 months since I've done a game jam so I've been itching to work these muscles. I had a blast during the last LOWREZJAM, so I couldn't wait for it to come back around. 

I decided during the lead up to the event that there were a few things I wanted to try a do in this project. 

  • Continue working with procedural stage generation.  I started playing around with this in my  A Game By Its Cover entry.
  • Create a seamless world wrap, so it feels like your moving in a infinite loop. I tried this in  past project years ago, and never got it to work the way I would have liked.
  • Create a platformer where you can jump on enemies to "attack". As simple/basic as it might seem, I've never actually done a project that uses this mechanic.
  • Create artwork last (or much later in pipeline). I typically lead with artwork and as a result usually have a very incomplete feeling project as far as mechanics and level design. I'm even going to try and put sound ahead of visuals.

So, over the last two days I started working on  a vertical, procedural generated, "out-run" platformer. The back story that I've started working out in my head is you play as an alligator in a sewer that is being flushed out by an exterminator. I already have ideas for the pixels, but I've resisted and will hopefully start tackling those tonight/tomorrow.

For the procedural generation, I plan to create modules(a section of platforms/world approximately 64x64 or 64x128)  that will be strung together to create the level. I had initially thought I'd do an infinite runner, but decided I wanted to add another bullet to my scope list. Boss Battles! I'd like to include boss stages and boss AI(something else I've never done). Keeping with my story, the exterminator is the big bad. In fact the boss will always be the exterminator, that will get a new attack/mechanic each time you see him.  Right now, I've thrown together a few "modules" (they need some work as far as good platforming) and the amount of modules used will increase with each stage.  As you advancing to the higher stages it will also pull from a larger module pool, including more and more difficult layouts. Will probably insert the boss stage every 4 stages.

I'm not sure how I feel about the "seamless loop". You can compare the following two gifs to see the difference.


The above capture uses a stage that is only 64px wide (the width of the window). However, the camera always follows the player and the world is infinitely wrapped. As a result, the world feels a little larger and you end up with some interesting approaches to the platforming.

The next capture is the same stage but this time the camera is static on the x-axis. The player still "wraps" but the stage definitely feels smaller and more confined. I think I like it better though. It may be the nostalgic callbacks to the original Kid Icarus though.

 

I've also created 4 enemy AIs (though they aren't used very well in the prototype).

  • "Ping Pong" (red) - ping pongs at walls and ledges.
  • "Dropper" (red with blue down arrow) - ping pongs at walls but will drop off ledges
  • "Hopper" (orange) - will hop forward 3 times when player is within range
  • "Dasher" (green) - when the player is within line of site, will do a windup animation (not present in prototype), and then charge towards the player.

I'm thinking about adding two more enemies

  • "vomiter/slug" - this would be a re-use from my last lowrez jam. vomits a hazard as well as leaves a hazardous trail on blocks
  • "spike" - an enemy you cant jump on.  Mainly to add more difficulty in later stages.

I'll be posting pixels in my next update hopefully.

If you're interested in trying out my prototype, you can download it here.

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UPDATE 2

Well I decided on a title. Still not sold on my title screen, but it will do for now. 

Finished most of my tiles and character sprites. Still have the boss/exterminator to do. A lot of little animations still left, but those will be if I have time or post entry most likely.

I decided to do away with the "infinite wrap" style camera. I was happy with the solution to the task I gave myself, but decided it wasn't a right fit for this game. That left me with the option to change the game or ditch the camera.

Stuff listed with bullets:

  • Pixels! We have an alligator instead of a box! I'm not happy with all of the enemy designs and have a few animations left to do, but I'd say a bulk of the pixels are done.
  • Finished State engine for the game (menu, loading, game, pause, stage complete, gameover) Still need to finish the accompanying graphics/layouts for some of those states, but shouldn't have any major changes left here.
  • Upgrade system - kind of. I decided I wanted to have upgrades that could be picked up within the stages. I decided 3 pickups were too many (coin, hearts, stars). I dropped the stars(upgrades) and decided to have the abilities tied to hp. You now start with 2 hp (or hearts). At 3 you get a higher jump, and at 4 you get a double jump. Throw back to the original Legend of Zelda and needing a certain number of hearts for the sword blast. This isn't explained in game very well at the moment, so I need to do something about that. I also only kept the high jump and double jump. I played around with a few more, but decided against them for now (ledge grab and dash).  You find hearts from killing enemies or inside crates sometimes. Oh, and I added crates. And coins now serve a purpose. You receive an extra life at 100.
  • Boss stage. I implemented the boss level (every 4th stage), but have not completed the boss AI's yet or the design of my exterminator. Right now the boss is using placeholder pixels and using the enemy 3 "hopper" AI. This is probably where most of my remaining time will be spent.
  • Made some tweaks to the level generation but it still needs a lot of work which really requires a lot of play testing to get the right blend and feel. Not sure if I'll be able to make many more changes before the deadline. I would still like to have the pieces or modules that are used to make the stages ranked by difficulty so that the harder ones only appear it higher stages and the easier ones will start to appear less frequently. I incorporated this in my stage building logic, but right now I'm telling it to use all pieces because I don't have them "ranked" or sorted in any particular way.
  • Platforming tweaks made to the feel, but not sure if it's still too fast/sensitive. Getting a mix of feedback.
  • Music - coming soon!

You can try out the latest build here.

UPDATE 3

Quick update before I head off to bed. I finished putting together the basis for my boss battle/stage. There is only one boss AI at the moment and its very basic, but it's a start.


Also, thanks to Mark Sparling, there is music now! Mark has provided the music on just about all of my games. For your listening pleasure, check him out at https://soundcloud.com/marksparling.

Really nice art. Also looks fun :D

Thanks! I'm really found of how the alligator came out. I just wish I liked the rest of the characters as much. 

The chain and water physics are so good.  They feel very real. I could spend hours being in an empty room with just a few of those chains on the ceiling. Well done!

Thanks! Took me a few trys to get the chains to a point where I was happy. Though, they still have some issues (especially if I make them too long). Maybe I'll add a hidden level that is just an empty room with chains :P 

The water physics isn't physics at all. I started that route, but ended up just going with manual animation.

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UPDATE 4

There is a in-browser playable version now. Turns out I only needed to make a few minor changes to get the HTML build to work.

Few other changes:

  • some tweaks to level pieves
  • modified the boss AI some and added his second mechanic
  • updated boss/exterminator visual design a little
  • updates to some GUI graphics

This will probably be my last update before the submission deadline. I might be able to find an hour or two to work on it but not sure how much of my "to-do" list I'll be able to knock out in that time.

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LAST UPDATE (pre-deadline)

Created a few new animations, but didn't get them all in before the deadline.

  • Finished an intro cinematic with the exterminator (that made it in).
  • Spawn animation (did not make it in)
  • Death animation (did not make it in)
  • Exit into Pipe animation (did not make it in)

When I get a chance, I'll put up some gifs of the animations and of course add them to the post-jam version.