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TIGSource ForumsCommunityDevLogsThe Walled Garden (Inspired by SMB, N+ and Metroid)
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Author Topic: The Walled Garden (Inspired by SMB, N+ and Metroid)  (Read 140587 times)
Bones
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« on: August 31, 2010, 11:05:10 AM »


                                                                                       The Walled Garden is a platformer RPG set in a surrealistic Garden of Eden with procedurally generated trees which grow from a destructible environment which subdivides as it is destroyed.

Inspiration for TWG stems from video games such as; Super Mario Bros, Flashback, N+, Zelda II & Super Metroid. With artwork inspired by Hayao Miyazaki, Zdzislaw Beksinski, Hieronymus Bosch, Salvidor Dali and many Esoteric Illustrations.

The game assimilates esoteric symbolism to video-game iconography via the appropriation of existing source materials. Essentially TWG is a interactive representation of the pictogram depicted on each tarot card.





What is the Plot?
By now you all know the story of Temptation.

El created Atom from the dust of the ground and in his sleep, split Atom to create Eva.
Atom knew that to eat from the Tree of Knowledge was forbidden.
Tempted by the serpent, Eva offered Atom the fruit...
Atom knowingly chose to sin
"Cursed is the ground because of you; until you return to the ground, for out of it you were taken. You are dust,and to dust you shall return."
Eva was ripped out of existence from this world and forever remains, drifting through dimensional planes...
Expelled from the garden and now alone Atom became increasingly rebellious. Using his new obtained knowledge Atom created a weapon and busted back into Eden...
                                                                                       

Name:     The Walled Garden
Authors:  Derek Boe
Release:  TBD
Tools:    Game Maker 8.0, MS Paint
Engine:   Game Maker by YoYo Games
Credit is always due where needed
Radnom Games - Platformer engine (Grabbing)
2d Destructible terrain found on GMC Forums




Discover the secrets that exist in the story of Eden...
« Last Edit: September 15, 2020, 09:51:46 PM by Bones » Logged

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« Reply #1 on: August 31, 2010, 11:38:15 AM »

Dear god that was an intense fucking trailer, I think my ears melted.

But yeah, I like the look of this game. The silouhette thing seems cool even if those are just placeholders. The system you have for destruction seems nice what with dividing blocks into 4 smaller blocks but I figure you could add some particle effects on top so it looks a bit less mathematical and a bit more melty and destructive.

So basically I like the direction this is going in. Now give me a second while I run down to get a hose as my headphones seem to have burst into flames after listening to your trailer.
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Bones
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« Reply #2 on: September 01, 2010, 08:53:22 AM »

Thanks Keyser, I'm not too sure what I could do to make the terrain seem less mathematical.
I may end up staying with just the pure black silhouette style, it's starting to grow on me.

Drill Pig!
The Drill Pig is a juggernaut who does not let any terrain get in his way.
Creating a hallway of destruction in his path.

Spent all day working on this guy yesterday, I had the oddest time trying to get him to destroy terrain properly.
I decided to create two objects per Drill Pig, the body and the drill mask.
The drill mask stays out in front of the Drill Pig and does all the collisions for the destruction now.

Currently my problem with this is that each marker is only following 1 Drill Pig.
So I can't currently have more then 1 drill pig, or else the 2nd one has no drill mask.
« Last Edit: November 17, 2014, 09:39:24 AM by Bones » Logged

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« Reply #3 on: September 01, 2010, 10:22:32 AM »

This is looking to be really awesome. Very original. Keep up the good work.
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mokesmoe
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« Reply #4 on: September 01, 2010, 02:38:21 PM »

You could make the pig generate the drill in a script, then use the object id it generates to make the right drill follow it.
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Bones
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« Reply #5 on: September 01, 2010, 05:56:58 PM »

Yea I managed to fix it by doing just that mokesmoe.


Watch a day in the life of a Drill Pig/Porkgrind.

(my attempt at zoologist type commentary such as Discovery channel)

Thinking of what to add next now that the Drill Pig is fully functional.

Edit: I decided that the terrain breaking sounds were too annoying.
So I went out and downloaded some better smashing noises, I also have now made it so the volume fades out the further it is away from the player.
« Last Edit: November 17, 2014, 10:27:19 AM by Bones » Logged

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« Reply #6 on: September 03, 2010, 01:20:47 PM »

I was having a major problem with the terrain the other day..
It started snailing the fps on me, and I had to do something.
So I did two things;

Self sustaining;
Destroy self after 5,8,10 seconds (each brick size)

Corrosive bullets;
What else could help but FASTER destruction, the bullets are now actually corrosive.
As smaller terrain continues to always break.
Your bullets residue will also melt any lower terrain, allowing for maximal destruction.

New video showing new destruction system




&&

NEW DEMO LEVEL
Try it and please tell me what you think I have done wrong.  Beg
« Last Edit: September 03, 2010, 01:28:53 PM by Bones » Logged

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« Reply #7 on: September 03, 2010, 03:16:03 PM »

Nice! I played the whole level. I didn't know what to do before my first door to open because I didn't know I could use whatever I had. So I was like... HOW DO YOU OPEN THIS?! Then I accidently pressed Space near it and I was like "whoa..." and I was like... "oh those thingies I got!"

Overall I like this game because I haven't seen one like it. The ability to demolish your surroundings to pass obstacles is fun!
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Bones
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« Reply #8 on: September 05, 2010, 12:51:49 PM »

The idea of terrain destruction being a main key kind of spawned from Bomberman and Dig-dug oddly.

Yea, I should probably make it more obvious that it is a key, and maybe keep track of the keys in some kind of HUD.




I've also recently found this game on Pixel Prospector, it's terrain destruction is a bit more dramatic but I liked their approach to the platformer aspect so I'm looking to add this to my game.


Falling Brick (Thwomp!)
  • Falls when player is underneath it
  • Destroys any bricks below it
  • Can only be killed when falling
  • When killed it leaves behind a solid brick
  • A well timed fall brick can become a convenient elevator


Peg Prowler
  • These bounding critters sure love to jump
  • If they land on the player he is damaged
  • You can walk on them (thinking of making a brick hazard that maybe only they can walk across)



« Last Edit: September 07, 2010, 05:17:15 PM by Bones » Logged

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« Reply #9 on: September 07, 2010, 03:18:22 PM »

You have my attention. Definitely gonna keep track of this project.
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Bones
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« Reply #10 on: September 07, 2010, 05:15:46 PM »

Cheers Dragonmaw
Always looking for testers  Hand JoystickTiredHand Any Key

I have added a few new things.
The gun now overheats (So no more holding down shoot)
When it overheats there is then a timer for it to reset.
You can do burst shots to not overheat the gun as it will cool back down automatically.

Player health is now implemented and I have to say that obviously the game got much harder.

Wall jumping is now easier, you just jump while in a wall slide.
As supposed to pressing the opposite direction.


There is an eco-food chain at work here anything at the top of the food chain can eat and destroy anything weaker then it.
Terrain creates worms which allows for this loop each enemy can destroy terrain, each enemy can potentially kill the player.

Worms
  • Random spawn when terrain is destroyed
  • Eats small terrain 8,16,32 (Not 64)
  • Push you around
  • Deadly in swarms
  • Dies if it hasn't eaten any terrain after a while

Peg Prowler
  • Holding down allows for you to control the Prowler
  • Wanders off if the player is not riding it
  • Steps on worms
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« Reply #11 on: September 07, 2010, 07:27:04 PM »

Looks good. I was about to complain about the wall jumping when I saw that you already changed it.

It'll be interesting to see how this can be made into a nice game.
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« Reply #12 on: September 09, 2010, 02:17:34 PM »

In this world of surrealism
Destruction = Creation

(Don't mind the 2x tree zoom I have not animated the 10-20 tree types as planned)

The tiny little chunks of terrain have the chance of planting a tree seed.
That seed will spawn a random selection of foliage, allowing you to destroy the lack of atmosphere in this square world.

Certain trees might create power-ups on their branches, I haven't decided yet since I'm not really sure what kind of power-ups the game might actually use.

For giggles I will list some off the top of my head
Speed-Up, Big Jump, Juggernaut, Double shot, Shotgun, Cluster grenades, Gravity swap, Charged shot





Edit: The texture doesn't shrink they are just supposed to be smaller rocks.
« Last Edit: November 23, 2010, 04:34:33 PM by Bones » Logged

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« Reply #13 on: September 10, 2010, 04:18:50 PM »

I think that shrinking the texture on the smaller blocks looks odd.
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« Reply #14 on: September 10, 2010, 05:30:04 PM »


I'm more un-satisfied with the way the smallest rocks look, when they fall as a group.
They can either be circles, or bricks.

I'm rather happy with the general tiling of the cluster.
It's not like I can wrap 1 texture across separate objects and really I wouldn't want to.

Dither solid block

1 pixel dither transparent block?


or a different dither pattern
(so far I'm more set towards this pattern)
« Last Edit: September 10, 2010, 05:52:54 PM by Bones » Logged

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« Reply #15 on: September 10, 2010, 06:22:38 PM »

I like the last one too.
For the other blocks, the way the smaller ones light up looks weird too, and changing that might help. Also, you could make new more destroyed looking texture (cracks and stuff), but that would take more work. (Depending on if you make one for each size of just a couple different ones.)
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« Reply #16 on: September 12, 2010, 06:35:52 PM »

Love the dither!  This game is reminding me a little of Forbidden Forest, mood-wise.
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« Reply #17 on: September 13, 2010, 07:41:45 AM »

Yea the reason the smaller rocks get brighter is because I was trying make it appear as though light was hitting the outside rock texture, but I guess that effect doesn't pull it off.

Thanks Scut, I checked out Forbidden Forest after you said that.
The only game I could find was an old Commodore 64 game with an archer, but it had black trees so I assumed that was the game you mentioned.


Tried working on some kind of boss thing, it's not much of a fight right now.

Also I have begun to implement power-ups!
So far added and working to an extent are...
SpeedUp, Double Shot, Cluster Grenades

I got double shot to act like a jet pack which you can use to gain vertical lift.
I'm trying to think of a good way to handle power-ups, as right now they are just timed events.
(which really doesn't work for Cluster Grenades)

And occur as soon as you grab the power-up, some sort of inventory/slot system would probably really add to the game I think.
« Last Edit: September 13, 2010, 10:04:05 AM by Bones » Logged

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« Reply #18 on: October 16, 2010, 08:00:07 AM »

Project is not dead*


Was experiencing some computer issues, but all is good now.
Attempting to pull together a complimentary color scheme of some kind.

Is the HUD too small? Too see through?
Is it too far to the left?

I think I'm going to have to make the solid bricks something other then rock material.
Also don't mind the mockup of a damsel in distress.
Next up is level design so I can start making this game proper.  Crazy
« Last Edit: October 16, 2010, 08:21:43 AM by Bones » Logged

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« Reply #19 on: October 16, 2010, 11:04:54 PM »

hud not too small I don't think but the icons and numbers are definitely too see through, methinks

glad to see you're still workin' on this
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