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1075756 Posts in 44140 Topics- by 36112 Members - Latest Member: Nbohlsen

December 29, 2014, 12:20:49 AM
TIGSource ForumsFeedbackDevLogsPokette Rox - Co-op Top-down Shooter
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SolarLune
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« on: December 25, 2014, 02:17:49 AM »

Hey, there.

So I'm a crazy man who's gotten tired of not actually finishing anything and so have decided to try making little, fun-packed games in just a week per game. Each game will retail for a very low price as well (not sure of the specifics yet; might vary per game). I won't necessarily make a new game EVERY week, but that's the goal. This (Shakecan Games) is the label for those games. So you know that if you're getting a ShakeCan Game, it's gonna be simple, quick, and cool. This doesn't mean I'll drop any games in production; either they'll be paused or worked on in tandem with Shakecan Games.

We'll see how things go!

_________

GAME ONE - Pokette Rox

This one's gonna be inspired by Pocky and Rocky for the SNES. There'll be two characters (who might control differently if I have the time to implement it), optional co-op gameplay, and lots of hectic shoot-y goodness. The game already generates a level layout randomly, which saves me time on creating levels. The plan is that when you explore the levels to a certain percentage, it'll choose whatever room you're headed into as the "action room" and spawn a boss in there. You'll explore the level, beat the boss, and then head on to the next zone. Pretty simple overall.

The camera tracks to the middle of two existing players if there are two; otherwise, it'll track to just the one active one. I'm going to add a big invisible wall around them to keep them from walking off away from each other, though I guess view splitting could also work (so that when you get far away enough, it splits into two views for each player). This could open up interesting "separation" game mechanics (where the game separates you until you press a switch or fulfill a condition), though it also would make bosses impossible (unless it warped the absent player to the cell of wherever the boss is). Definitely stuff to think about.


The grass waves in this area.

Anyway, this is basically all I've got for day one so far. Thanks for reading!
« Last Edit: December 26, 2014, 06:40:05 AM by SolarLune » Logged

SolarLune
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« Reply #1 on: December 26, 2014, 12:38:26 AM »

Welp, I had a ton planned today, but didn't get much done, unfortunately. However, I did manage to add some particle effects and tweak the game to work effectively with two players (now they can't get too far apart, or else they'll stop moving).



Tomorrow'll be enemy time, I think!
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SolarLune
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« Reply #2 on: December 28, 2014, 12:38:02 AM »

I'm still trying to find a good camera setup; can't be too close or it'll be too annoying to have enemies show up off-screen. Can't be too far, or the details can be lost. I'll keep balancing it, I suppose.

The first enemy type and formations, this time. I can create the formations using groups in Blender, and the enemies will spawn in in the same relative positions as where I placed them in Blender. A basic particle system's working, but no explosions or anything "cool" like that yet. The enemy itself is a basic "float forward" kind of enemy; easy to dispose of, but they come in heavy numbers.

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oxysoft
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« Reply #3 on: December 28, 2014, 04:13:28 AM »

This looks really cool, I'm thinking it would be a kind of 3D seiken densetsu-like game. The pictures themselves are very inspiring and now I want to make a game with this kind of camera setup
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