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May 22, 2013, 04:13:07 PM
TIGSource ForumsDeveloperFeedbackDevLogsPerspective - 2D platformer w/ 3D perspective rotation
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Author Topic: Perspective - 2D platformer w/ 3D perspective rotation  (Read 5295 times)
Udderdude
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« on: April 16, 2012, 05:52:51 PM »

Demo: http://rydia.net/udder/!crap/perspectiveTest/

It's yet another platformer with a 'Change the level orientation' thing like Rotator.  This time, it's a 2D to 3D perspective rotation thing.

So what's the big difference?  In this game, when you change the perspective, only the walls and other stationary objects rotate.  The player, enemies, bullets, and items the player can collect all remain in the same place.  This adds some extra puzzle-ness to the game, as objects can be inaccessable unless you rotate in the correct position.

There's also some unorthodox stuff like cubes of water you can swim around in, that are floating and suspended in mid-air.  I plan to think up some more unusual stuff like this.

There's no limit the number of rotations you can do, like Rotator had.  Also, if you fall, you'll screen wrap like in Rotator, but you'll also take damage.

« Last Edit: December 06, 2012, 07:35:53 AM by Udderdude » Logged
ThePortalGuru
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« Reply #1 on: April 16, 2012, 05:55:36 PM »

How are you planning on making your game stand out from  Gomez ?
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laxwolf
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« Reply #2 on: April 16, 2012, 06:31:09 PM »

How are you planning on making your game stand out from  Gomez ?

no fez.
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Solo artist, modeler, designer, and programmer at 3dbitgames!
Udderdude
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« Reply #3 on: April 16, 2012, 06:40:39 PM »

How are you planning on making your game stand out from  Gomez ?

The only thing it has in common is the perspective switching, and it's still different in it's implementation.  Perspective switching has also been used in other games like Super Paper Mario, Crush, and Ortho Robot.

I've made games that change the level orientation/dimension before, so it's going to be closer to those than anything else.
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paste
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« Reply #4 on: April 22, 2012, 07:12:08 AM »

I've been working on some of the art for this. Here's some of it:


Plain old wall tiles


Wall that appears after you pass through it


Exit


Enemy-spawning portal


Collectible
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Udderdude
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« Reply #5 on: April 24, 2012, 08:39:06 AM »

Here's a quick video showing off some of the basics.  Not using the new art in-game yet .. (sorry paste)

http://youtu.be/ow8g2wHNts8

You can see the potential for making some interesting puzzles using this, and I haven't even started using all the other crazy game elements I have planned.  It should be interesting, to say the least.
« Last Edit: April 24, 2012, 08:44:22 AM by Udderdude » Logged
Udderdude
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« Reply #6 on: May 02, 2012, 02:39:38 PM »

Been getting back into working on this after finishing Twin Reaper and taking a short break.

Went through the big "Change list" and did most of it.

The idea of rotating the walls to kill enemies didn't work, it was just too easy to rotate the screen a couple of times and every enemy would be dead.

Instead, now enemies ignore walls completely and the player has to jump on them to kill them.  Cliche, I know, but maybe I'll come up with something else later.

So far, I've added the Red Orb, which when touched, causes a mirror image of the player to appear.  The mirror image can also collect items, but isn't effected by water (will fall through it like it's not even there).

Green orbs destroy any spikes under the orb.

Blue orbs create a column of water that extends upwards to the top of the level, or the next wall.
« Last Edit: May 02, 2012, 02:59:56 PM by Udderdude » Logged
harkme
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« Reply #7 on: May 02, 2012, 02:55:47 PM »

The gameplay is definitely different from Fez, but you're going to get a lot of comparisons to Fez anyway. The same thing happens with games like Ace of Spades being compared to Minecraft even though they're very different and the engine Ace of Spades was made on had block adding/removing long before Minecraft began development.

One thing I noticed in the video is that you switched perspectives mid-jump. I'm not sure if you can "preview" perspective changes, but if not, I'd think it'd lead to leaps of faith.
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Udderdude
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« Reply #8 on: May 02, 2012, 03:49:17 PM »

So far, there's no shift preview.  I may consider adding one, though.
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Udderdude
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« Reply #9 on: May 04, 2012, 02:40:39 PM »

Just spent quite a lot of time adding new game elements I'm planning to use.  The full list so far :

redOrb : When touched, causes a mirror image of the player to appear.  The mirror image can also collect items, but isn't effected by water or force arrows (will fall through it like it's not even there).
greenOrb : When touched, will destroy all spike balls under the orb
blueOrb : When touched, will a column of water that extends upwards to the top of the level, or the next wall
faceWall : Has a different face on each side, it rotates when the level does.  Green : Will give you a bonus item once if you land on it.  Neutral: Nothing.  Red : Will kill you if you land on it!
laserWall : Shoots a laser from one direction.  The laser does not stop until it hits a wall. 
clock : When collected, adds 30 seconds to the in-game level timer.
water : Free floating water
portal : Spawns red, blue, or orange enemies.
collectable : Collect all of these to activate the exit
forceArrow : Will push the player, bonus items and spikes around in the direction the arrow points
bonusItem : Drops from fallen enemies, gives extra score at the end of the level
spikeBall : Kills you if you touch it
solidWall : Generic solid wall
vanishWall : Disappears after standing on it for a short time
moveWall : Moves up and down
destroyableWall : Destroyable if a bomb lands on it
bomb : Can be pushed by the player, if it lands on a destroyable wall it will destroy it.  Can also kill the player while it's exploding
popUp : Turns into a solid wall after passing through it
exit : Activates after all collectables grabbed, reach it to win the level

And the enemies, which still need more work

Orange: Moves left and right, shoots down
Red: Chases player
Blue: Moves up and down, shoots at player
Green: Moves towards farther walls
Purple: Tries to fall on player
Cyan: Follows other enemies
Magenta: Moves in circle
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airman4
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« Reply #10 on: May 04, 2012, 02:44:22 PM »

The gameplay is definitely different from Fez, but you're going to get a lot of comparisons to Fez anyway. The same thing happens with games like Ace of Spades being compared to Minecraft even though they're very different and the engine Ace of Spades was made on had block adding/removing long before Minecraft began development.

One thing I noticed in the video is that you switched perspectives mid-jump. I'm not sure if you can "preview" perspective changes, but if not, I'd think it'd lead to leaps of faith.

I dont get it

For people fez created the genre of 2d/3d change persp ?
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Udderdude
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« Reply #11 on: May 04, 2012, 03:00:11 PM »

The gameplay is definitely different from Fez, but you're going to get a lot of comparisons to Fez anyway. The same thing happens with games like Ace of Spades being compared to Minecraft even though they're very different and the engine Ace of Spades was made on had block adding/removing long before Minecraft began development.

One thing I noticed in the video is that you switched perspectives mid-jump. I'm not sure if you can "preview" perspective changes, but if not, I'd think it'd lead to leaps of faith.

I dont get it

For people fez created the genre of 2d/3d change persp ?

No they did not, but it's such a popular game that a lot of comparisons are going to be drawn regardless.

The way I look at it is .. depends on what you want out of the game.

You want a exploration based game with zero pressure and puzzles that consist of translating languages and figuring out riddles?  Play FEZ.

You want a complex, difficult game with a ton of game elements, multiple enemies and levels that use them all to make a challenging puzzle?  Play this.

Edit: Here's how the test level is looking after I threw everything and the kitchen sink into it to test.  Augh!

« Last Edit: May 04, 2012, 03:28:42 PM by Udderdude » Logged
Udderdude
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« Reply #12 on: May 07, 2012, 03:42:29 PM »

Got the plans for the Green levels down.  Game elements are all implemented, but not tested very well.  I guess I'll have to test each one as I make the Green levels that introduce them as game elements.

Enemies are working but still need refinement.

Making levels for this is by far the most challenging out of any game I've created thus far.  Both in terms of visualizing it and creating it using XML in notepad .. D:

I've got each 3D layer as it's own seperate XML tag entry, with enough space between each layer that I can press page down/up, and the layers line up on top of eachother.  So I can scroll through the layers this way.

I'm hoping to have a demo version done at some point.  We'll see what happens.
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sabajt
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« Reply #13 on: May 07, 2012, 05:17:44 PM »

looks fun.  looking forward to the demo!
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« Reply #14 on: May 08, 2012, 01:18:44 PM »

More "art"


Bombs


To be bombed


Laser Cannons


More time, please.


Bonus points!


Happy/Neutral/Angry walls


Spiky Death

Hmm. This stuff looks better against the dark background.
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