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879223 Posts in 32971 Topics- by 24360 Members - Latest Member: meganlo34

May 23, 2013, 02:35:59 PM
TIGSource ForumsDeveloperFeedbackisdark
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Akitron
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« on: January 21, 2012, 03:43:45 PM »

Here's a game I made with C++/SDL.

Here's the video: http://www.youtube.com/watch?v=XwahWFXyC04&feature=channel_video_title

Still working on it, need to put in things, like a goal.
And also optimization.

So, yeah

>>> http://akitron.net/content/filedump/isdark.zip <<<

I don't know what to add to the game, so I thought maybe someone else could figure it out.
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copernicus
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« Reply #1 on: January 21, 2012, 05:08:03 PM »

When I tried to run the game I got the error "MSVCR71.dll was not found."  After installing that myself I managed to get the game working (you might want to include the file).

The first thing you could do is put a delay in the movement, so if someone presses a WASD key they only move one space instead of going immediately into a run (I had a hard time getting through some areas because I'd move too far).

As for what to do with the game, the first thing that came to my mind was Pac Man.
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Akitron
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« Reply #2 on: January 22, 2012, 02:56:07 AM »

Yeah, I think I'm going to have to put the DLL into the zip, for some reason it still can't find those.

The movement speed I think has to do with the frame rate. Going to fix that as well.

Thanks :D
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Akitron
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« Reply #3 on: January 22, 2012, 08:18:01 PM »

Actually, at some point I wanted to do a multiplayer thing, where there's two players in the same map both looking for something and who finds it first.

But that would mean re-implementing everything so errrh
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Morroque
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« Reply #4 on: January 23, 2012, 06:35:15 PM »

This game somehow reminded me about that time the rest of my usual group of friends thought it would be a great idea to go into the forest on the cloudy night of a new moon.

From that wonderful experience, I think a game that has darkness as its central motif needs to have two things:

  • A very slow pace.
  • Good locational/positional sound design.

The reason for the first one is very much akin to the maximum pace anyone can walk when they have limited vision. This was certainly true of us, given that we could really only see so far ahead of ourselves, and a forest (unlike its usual video game incarnation) is usually very overgrown and cluttered in feeling. (Much like your procedural generation here.)

The reason for the second one is that when you have little to no idea what direction is the one you came from, (and in darkness, this happens after a while in first person view,) even the slightest nonambient sound could promote panic, both on a rational individual level, as well as the easily excitable group.

Games like Minecraft and Terraria have it more as a "populate darkness with light" deal, promoting a "colonization creep" into the unknown. In a game without a relative abundance of light sources, your best bet is to promote a slow sense of fear. You, after all, are surrounded by the unknown, and even you take what is unknown and make it known, time will only turn it unknown again.

That said, this does not necessarily need to be a horror game. It can unnerve, but it need not horrify.

Of course, this is the experience of darkness from the perspective of someone who grew up in the country. I'd imagine someone who grew up in a town or city would have a different notion of darkness - less as an "all prevailing, silent, uncaring" thing, and probably something which operates more on a "malicious" social level, maybe.
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Akitron
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« Reply #5 on: January 23, 2012, 09:02:50 PM »

I think you're right about the slow pace. Like, I should make the enemies less randomfast and more, like... to be feared.

It's not really procedural though, there's a map size 80x60 and it randomly sets some of the elements of a 2d arrays to be more than zero, making them a wall.
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Akitron
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« Reply #6 on: January 26, 2012, 11:17:36 AM »



Updates updates!

I made an inventory system, I made the maps load from a file, I made doors and keys!
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Akitron
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« Reply #7 on: January 28, 2012, 03:51:20 AM »

http://youtu.be/TDm3zCBnZqY

Another update.

Should probably post a playable thing as well...
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Akitron
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« Reply #8 on: January 31, 2012, 12:21:23 PM »

Here's a new playable demo.
I dunno if the responsiveness got fixed or not, I hope it did.

http://akitron.net/content/filedump/isdark.zip

I added entity light emission'n' other stuff

Controls:
W - move up
A - move left
S - move down
D - move right
[ - switch inventory right
] - switch inventory left
E - use inventory
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