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Title: Farru-man (working title) Post by: The Hug on January 12, 2012, 11:51:12 AM (http://i1146.photobucket.com/albums/o540/i_am_perrivoti/omph-1.png) I have a folder on my PC that is a depressing game project graveyard, where I don't ever really finish something. To remedy that, I decided to make a game that is as incredibly simple as possible but still fun, so I can finally have that first completed project under my belt. This is the beginning of that project: NEWEST BUILD: http://megaswf.com/serve/2049808/ Controls: X to jump. You slide down the walls and blocks. Avoid the glowing red bits, collect the green "+" looking things for points! Known problems/things to work on: -- The level/obstacle generation is pretty random right now, and makes for impossible blockages sometimes. I need to improve this process so the game is always fun/interesting but fair. If anyone has suggestions/reading material on generating platforms and stuff similar to doodle jump and the like, please share! -- Adding at least one more type of death. I'm thinking about an enemy that hovers against the wall and flies out at you as you approach. -- Sound. --Title Screen. The good news is I've actually started to have fun while testing it, once I got familiar with the arc of the jump, and how to get back and forth across the screen to get the pickups. Title: Re: Omphalos (working title) Post by: rek on January 12, 2012, 06:00:16 PM Quote Omphalos SON OF A >:( I'm working on a game of the same name, and planned to start a devlog in a few weeks. Ahem. Anyway. I found the controls mostly unresponsive. I could jump from wall to wall, but that was it, couldn't control anything about it. And the level stopped scrolling every time I jumped. After I died the first time, no obstacles/etc appeared again even after refreshing. Title: Re: Omphalos (working title) Post by: The Hug on January 13, 2012, 08:54:11 AM It's cool, man. Working title, I don't have it copyrighted or anything, please use it.
On controls: right now, this is by design, your only control is timing when to jump. I had mid-air control before, and took it out. The game scrolls when you reach a certain point on screen and are still moving down. It stops scrolling when you jump, because you're moving up. Does that feel really weird? Are you sure about the obstacles not appearing? I know it takes a few seconds from the beginning before anything appears, but that sounds really weird. Thanks! Title: Re: Omphalos (working title) Post by: Pemanent on January 13, 2012, 10:13:52 AM I'm sure we can all agree on the whole folder with a graveyard of games problem. I think its a good start. I agree it would be nice to have some more control. It is pretty weird that things stop moving when you jump. It would definitely be more interesting if the blocks kept moving.
If your main goal is purely to finish something then I think its a good start! Although I don't really know, I haven't really finished anything either. Title: Re: Omphalos (working title) Post by: rek on January 13, 2012, 11:08:41 AM On controls: right now, this is by design, your only control is timing when to jump. I had mid-air control before, and took it out. The game scrolls when you reach a certain point on screen and are still moving down. It stops scrolling when you jump, because you're moving up. Does that feel really weird? Are you sure about the obstacles not appearing? I know it takes a few seconds from the beginning before anything appears, but that sounds really weird. Thanks! Maybe it's because the walls/background are solid bars there's no sense of downward motion. It feels like the blocks are rising rather than the player falling. To me, anyway. Maybe the camera should follow the player just a bit and scroll up when he jumps? I'm positive the obstacles didn't appear again. Title: Re: Omphalos (working title) Post by: The Hug on January 15, 2012, 06:33:34 PM --Camera now scrolls with you when you jump.
--Added some placeholder sfx (courtesy sfxr). The game needs a greater sense of urgency/feeling that it isn't totally arbitrary. I am thinking instead of totally random obstacle/reward layout I will build a few templates with some randomized elements to make it feel more "designed". Also some kind of active enemy, not just passive death-tiles. Title: Re: Farru-man (working title) Post by: The Hug on January 26, 2012, 01:41:37 PM Added prettier graphics! (still workin on my pixel art).
Added deadly laser traps! Doubled speed to make the game less boring! Tweaked death floor collision! |