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998170 Posts in 39143 Topics- by 30553 Members - Latest Member: drako30

April 17, 2014, 10:44:45 PM
TIGSource ForumsFeedbackDevLogsThe Walled Garden
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Author Topic: The Walled Garden  (Read 51348 times)
Bones
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« on: August 31, 2010, 11:05:10 AM »

Download the 2012 Winter Solstice Demo!

Download the two year old tech demo


(Names undecided)
Gan Eden, Eden's Gate, Gates of Eden, Demolish: Gates of Eden



Features:
- Destructible terrain
- Procedurally generated trees/atmosphere
- Secret and random events occur based on the emergence of the player
- Dynamic 2d soundscapes
- Artwork inspired by Hayao Miyazaki, Zdzislaw Beksinski, Hieronymus Bosch; to name a few.

To-do list:
- Make 90+ levels
- Create 9-10 bosses
- Find musician(s)
- Record and edit original sound effects
- Sort out any existing bugs or glitches

Controls:
E - Unlock Doors/Use
WASD - Move
Neutral keys - Grab
W or Spacebar - Jump
Hold S+Direction - Ride Creature
Hold A or S - Wallslide
Wallside+Jump - Walljump
Left mouse button - Shoot
Hold right mouse button - Throw Grenade



Here is a youtube playlist consisting every development video.

2011 Lava
2011 Tree Wind + Fist Boss and Final Bossv1
2010 shop and weapon upgrades
2010 atmosphere has been achieved
2010 new destruction system
2010 re-make video (new enemies and effects)
2009 dev video (old levels)
2009 early prototype video (fail destruction)



Objectives of the game:
In the Garden you control Atom.
    
  • Surrealist take on The Garden of Eden and the Fall of Man.
  • Outsmart predator enemies, as you attempt to find Eva and hunt down the deity "El".
  • Explore a strange new world; where Destruction leads to Creation.
  • Destroy nearly everything in your path.
  • Discover the secrets that exist in the story of Eden...

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...


This was the first game maker project I started making.
Recently I decided to re-write my project from scratch after nearly two years since I starting playing with Game Maker.

The intent of this game was to create a hectic platform shooter;
Where destroying terrain was both a strategy, defense, and general way of getting around the levels.
Destructive terrain acts as a good puzzle system in terms of using the terrain to your advantage.
The whole game aims to be a Random juxtaposition
Destruction = Creation



Most graphics I'd consider still pretty "placeholder" not sure if I will be making the terrain have textured tiles, or just keep it silhouetted like it is.

The player controls a corrosive gun, capable of destroying most anything it touches.
He also has grenades which he can throw at a controlled velocity. (this replaced the old missile)






Creatures included so far:
Chain chompah (attached to starting position)
Moving turret (horizontal movement)
Static hidden turret (pop-up and shoot)
Missile turret (homing missile towards player)
Floating swarm (fly around the player/avoid water)
Drill Pig (breaks through bricks)
Colt(mountable - walks across danger tiles)
Vermes (random spawn - breaks through small bricks)
Foawr (fall brick - elevator)
Phish
Slug (explodes and releases gas)
Monopods (jump around and hop over small gaps)
Regen Wall (regenerates walls around it's self)





Enemies planned:
Laser beam enemy (shoot small laser)
Grenade throwing enemy (throw grenade towards player)
Wall and Ceiling climber (obvious climbs around) aka Phlegm
Platform jumper





Level plan; The idea is to work off the Kaballah Tree of Life.


Credit is always due where needed
Radnom Games - Platformer engine (Grabbing)
2d Destructible terrain found on GMC Forums




ATTENTION MUSICALLY INCLINED TIGers!
I am currently looking for any musician(s) to help out with this game.
The scope for music tracks I'm going for is about 10-15 tracks for levels + 5 boss tracks.
(I can always use more music, I plan to have about 50+ play-able levels hopefully more.

Each track would have a different theme or emotion based on the chapter going for it such as; Wisdom, Love, Truth, Power, Intrusive, Choice, Creation, Destruction ect.
So roughly 15 songs, if you feel this is way too many songs, I can use Creative Commons tracks such as the examples below for filler.

The type of music I'm going for is dark ambient experimental type music.
Here are some examples of what I'm kind of shooting for.
01
02
03
04
« Last Edit: March 11, 2013, 12:01:10 PM by Bones » Logged

Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



Carrie Nation
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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: September 01, 2010, 09:32:40 AM by Bones » Logged

Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



Ataraxic
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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: September 02, 2010, 12:27:01 AM by Bones » Logged

Demo Reel 2012

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Keeping focus on your breath,
This may take a while.



Bones
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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
http://www.youtube.com/watch?v=ROn4IXDfDz0

&&

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

Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



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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.

GENERIC
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

Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



Dragonmaw
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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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Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



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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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Bones
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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

Demo Reel 2012

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Keeping focus on your breath,
This may take a while.



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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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Bones
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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

Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



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