|
harkme
|
 |
« on: April 11, 2012, 10:00:26 PM » |
|
 Dig Till Death is exactly what the title describes: you dig until you die. It's a quest to attain the highest score where score equals depth. Along the way there will be particles with varying effects and drilling enemies. My inspirations are falling-sand game (particle interactions) and MinerVGA (digging for precious minerals, avoiding hazards, and using a store to buy better equipment). Now available at Indievania: http://www.indievania.com/games/dig-till-deathPay what you want (no minimum).
|
|
|
|
« Last Edit: June 23, 2012, 04:27:33 AM by harkme »
|
Logged
|
|
|
|
Schrompf
Level 1

Always one mistake ahead...
|
 |
« Reply #1 on: April 12, 2012, 01:43:14 AM » |
|
Tried it. Horrible performance - I can stand low framerates, but it was so jumpy that controlling the guy wasn't really fun. Intel Core i7 / 3GHz + Geforce465.
Apart from that: cool particle physics, cool ideas. I loved how the different particle types affected the beam and interacted with each other. Is there anything I could collect? I just dug down and watched the various ground materials, which even continued after the second bar of unknown meaning was depleted and after all my health was gone. And I've seen no funky light effects :-(
My suggestion: Add a little explanation to all of it, add something to collect which the player need to watch to not burn it accidentally, add more creative material types :-) Good luck!
|
|
|
|
|
Logged
|
Let's Splatter it and then see if it still moves.
|
|
|
|
harkme
|
 |
« Reply #2 on: April 12, 2012, 09:13:45 AM » |
|
Thank you for the response. May I please get a specific number on the framerate using the number at the top left? Also, if you don't mind, could you please try out this build without the flashlight: here. I want to know if it's the particle interactions or the flashlight that is causing performance issues. You say the flashlight doesn't show up, but maybe an error is causing it to not complete. I tested this on a system with a Q6600 @ 2.4GHz and 8800GT and performance was fine (around 60FPS) and the flashlight was working so that's weird. I even got the flashlight to work on a Pentium 4 machine running at 2.4Ghz and with a 7600gs AGP card, though performance was about 20-30 FPS. Anyway, about explanations, that's where the "- More stuff on the GUI" comes in, though I should have elaborated. I'm planning on having a section on the left or right side of the screen that shows what particle/object your cursor is pointing to and a short blurb on what it is. I think I'll work on that now. The collectable in this game is gold, though I don't have a counter showing on the GUI. Again, thank you very much for the response.
|
|
|
|
|
Logged
|
|
|
|
|
Dylan93
|
 |
« Reply #3 on: April 12, 2012, 09:51:06 AM » |
|
Tried it. Horrible performance - I can stand low framerates, but it was so jumpy that controlling the guy wasn't really fun. Intel Core i7 / 3GHz + Geforce465.
Apart from that: cool particle physics, cool ideas. I loved how the different particle types affected the beam and interacted with each other. Is there anything I could collect? I just dug down and watched the various ground materials, which even continued after the second bar of unknown meaning was depleted and after all my health was gone. And I've seen no funky light effects :-(
My suggestion: Add a little explanation to all of it, add something to collect which the player need to watch to not burn it accidentally, add more creative material types :-) Good luck!
Strange, running this on an ASUS N53 Intel Core i7 2630QM Quad core @ 2Ghz 6 GB DDR3 RAM Intel Core i7 Sandy Bridge GPU < used this one Nvidia Geforce GT540M
 Btw, did you use an example from somewhere on this forum ? The terrain physics looks exactly like it 
|
|
|
|
|
Logged
|
|
|
|
|
harkme
|
 |
« Reply #4 on: April 12, 2012, 10:24:25 AM » |
|
Is that the build with or without the flashlight? As for the terrain physics, they're based off the falling-sand game model: http://en.wikipedia.org/wiki/Falling-sand_gameSo yes, my physics work the same (as does whatever other example on this forum) but with some tweaks. I've always wanted to make a game with similar particle interactions but in a non-sandbox environment. edit: wait a minute... Are you using the GeForce GPU or the Sandy Bridge GPU? From what I understand, some models of Intel's GPUs only support OpenGL 1.5. OpenGL 2.0 is required to support GLSL.
|
|
|
|
« Last Edit: April 12, 2012, 10:42:07 AM by harkme »
|
Logged
|
|
|
|
|
Dylan93
|
 |
« Reply #5 on: April 13, 2012, 10:56:29 AM » |
|
Is that the build with or without the flashlight? As for the terrain physics, they're based off the falling-sand game model: http://en.wikipedia.org/wiki/Falling-sand_gameSo yes, my physics work the same (as does whatever other example on this forum) but with some tweaks. I've always wanted to make a game with similar particle interactions but in a non-sandbox environment. edit: wait a minute... Are you using the GeForce GPU or the Sandy Bridge GPU? From what I understand, some models of Intel's GPUs only support OpenGL 1.5. OpenGL 2.0 is required to support GLSL. Intel Core i7 2630QM Quad core @ 2Ghz 6 GB DDR3 RAM Intel Core i7 Sandy Bridge GPU < used this one Nvidia Geforce GT540M
|
|
|
|
|
Logged
|
|
|
|
|
harkme
|
 |
« Reply #6 on: April 14, 2012, 03:18:17 PM » |
|
Hahaha! That's what I get for posting so late. Okay, that's good to know, thanks. I knew I was going to have problems with those damn Intel GPUs with GLSL shaders   I guess I'll make a software flashlight. Anyway, I updated the GUI with tooltips, a couple of snazzy cursor images, and a few new elements (such as flashlight battery bar and particle info section). I also started on the store, but only have a picture so far.
|
|
|
|
|
Logged
|
|
|
|
|
IndieGamesDig
|
 |
« Reply #7 on: April 14, 2012, 04:08:39 PM » |
|
I really like the idea of combining falling sand physics with a mining game, and I actually had fun playing your current build (I actually wrote a little blurb about it on my site indiegamesdig.com the other day). I didn't seem to be able to die after losing all my lifebar though; was death missing in the last build? And is the blue meter supposed to be your oxygen?
|
|
|
|
|
Logged
|
|
|
|
|
harkme
|
 |
« Reply #8 on: April 14, 2012, 04:47:36 PM » |
|
I really like the idea of combining falling sand physics with a mining game, and I actually had fun playing your current build (I actually wrote a little blurb about it on my site indiegamesdig.com the other day). I didn't seem to be able to die after losing all my lifebar though; was death missing in the last build? And is the blue meter supposed to be your oxygen?
Thank you! I'm glad that you had fun playing. You're correct on both counts. Running out of health doesn't kill you yet and the blue meter is oxygen. I'm hoping the inclusion of tooltips will remove confusion.
|
|
|
|
|
Logged
|
|
|
|
|
IndieGamesDig
|
 |
« Reply #9 on: April 14, 2012, 07:11:35 PM » |
|
Can't wait for the stores to get implemented; are the yellow sand particles gold, and what sort of upgrades were you thinking? Like laser buffs, lives, etc? If you've ever played Motherload, you could borrow ideas from that...god knows Miner Dig Deep sure as hell did.
|
|
|
|
|
Logged
|
|
|
|
|
harkme
|
 |
« Reply #10 on: April 14, 2012, 09:23:10 PM » |
|
Can't wait for the stores to get implemented; are the yellow sand particles gold, and what sort of upgrades were you thinking? Like laser buffs, lives, etc? If you've ever played Motherload, you could borrow ideas from that...god knows Miner Dig Deep sure as hell did.
Yes, the yellow particles are gold. My current build shows the particle that you are pointing at with the cursor, its type, and a little description on the bottom left. I'm still trying to decide whether to keep gold as the only collectable or to add in gems as well. My plans for store items are as follows: Player care: - Health pack (instantly heals when bought) - Air tank (instantly refills air supply when bought) Laser upgrades: - Longer laser - Wider laser Secondary tools (only one allowed at a time): - Liquid absorber (it's a liquid that gets rid of any other liquid it comes in contact with) - Flamethrower Flashlight: - 360 degree lighting upgrade - See-through ground upgrade - Battery (instantly refills flashlight energy when bought) All upgrades have limited usage before you lose them and have to buy them again if you want them. All upgrades stack. I wasn't sure if I wanted to put in a jetpack. There is little reason to go up and there is no fall damage, so I don't think a jetpack would fit. I'm not sure if I want to put in upgrades like temporary enemy repellent, increased chance of gold appearing, or a gold magnet that would make gold attracted to you. Not sure if those are interesting enough. The digging game that is my main inspiration is MinerVGA. MinerVGA is a mining rogue-like released in 1989 that I played all the time as a kid (and still do from time to time). You buy upgrades from a store at the surface, then go down the mining shaft and dig away. Traps and goodies are randomized and the only limit to staying underground is your health which would get reduced by traps. Whatever minerals or precious gems you collect can be traded into the bank at the surface with fluctuating prices. I looked up Motherload and it looks very similar. I wonder what was the first game to come up with the idea. I think there was a game earlier than MinerVGA with a similar concept, but I can't remember any names.
|
|
|
|
|
Logged
|
|
|
|
|
IndieGamesDig
|
 |
« Reply #11 on: April 15, 2012, 08:06:02 AM » |
|
That's cool to know about Miner VGA, that's definitely where they all came from after checking it out...unless, like you said, there was an even earlier one.
|
|
|
|
|
Logged
|
|
|
|
|
Squid Party
|
 |
« Reply #12 on: April 15, 2012, 08:07:22 AM » |
|
The style of this game reminds me of those powder games I used to play in middle school. 
|
|
|
|
|
Logged
|
[img]http://i1170.photobucket.com/albums/r527/Daniel_Sharman/areyouonyourperiod.gif[img/]
|
|
|
|
harkme
|
 |
« Reply #13 on: April 16, 2012, 02:45:08 PM » |
|
That's cool to know about Miner VGA, that's definitely where they all came from after checking it out...unless, like you said, there was an even earlier one.
Actually, I was looking at the included MINERVGA.DOC file and it says the following: Miner is a game of rare earths mining. In the game, you assume the role of a miner in search of rare earths like silver, gold, and platinum.
The game was originally implemented on a Commodore Pet computer in the late 70's as a text only style game. The current version encompasses more than the original version, but much of the charm remains intact. I wrote and released another PC miner game (text only) several years back. That earlier version was primitive and bears little resemblance to the current (hopefully better) one. For this version I started from scratch in a different language and used only VGA screen modes. My personal goal with this program was to gain experience working with the graphics technology of the VGA card.
I would be very interested in locating the original programmer of the Commodore version if anyone has any clues.
So apparently there was a text-only version before. The style of this game reminds me of those powder games I used to play in middle school.  Yes! I used to play powder/sand games all the time. I'd seek out whatever new versions I could find and had loads of fun playing them. I've made my own versions in Java, C, and C++. In fact, I made the C and C++ versions because I wanted to learn SDL and later SFML so I used the powder game as a base to learn those APIs. For a while I've wanted to incorporate the mechanics into an actual non-sandbox game and now that I have the time to do it, I thought I'd use the chance.
|
|
|
|
|
Logged
|
|
|
|
|
harkme
|
 |
« Reply #14 on: April 17, 2012, 03:51:59 PM » |
|
Okay, I changed some things with this build (link updated in first post):
- Added some more tooltips - Optimized event handling so that strange inconsistent lag that Schrompf mentioned should be gone. - Added the option to play on two different grid sizes (wide and narrow). - Modified some particle interactions. - Added two items to the store. - Some background work which should surface in later builds.
I should really note what I've accomplished as I do it because there was something else I was going to list, but I forgot it. Anyway, please try it out and tell me what you think.
|
|
|
|
|
Logged
|
|
|
|
|