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TIGSource ForumsDeveloperDesignThe Unfinished Game/Demo Dump
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bunnymnemonic
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« Reply #380 on: August 05, 2013, 12:06:40 PM »

I also had an idea to create a very atmospheric, laid-back world with a soft, charming art style. I'll always love this one screenshot, but aside from this one screen, I found the project somewhat dull to work on and slowly drifted away from it:


I don't quite like "flash style" graphics but this one is something that couldn't be ignored! That's art.
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Impmaster
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« Reply #381 on: August 05, 2013, 05:35:01 PM »

Yeah. I like your unfinished games!
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Ted
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« Reply #382 on: August 18, 2013, 08:58:58 PM »

I worked on a 7DFPS game called Grapple Truck with my friends Ken Kopecky and Justin Chan. There's no goal or win/lose state, but it's sorta fun just driving around the desert Smiley

Game controls and download/webplayer are on the game page here and I made a blog post about it with some more screenshots here

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Pixelulsar
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« Reply #383 on: August 26, 2013, 12:35:12 PM »

Didn't have time for Ludum Dare this weekend so I tried to make something for the Jam today but there isn't enough time to finish.
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gimymblert
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« Reply #384 on: August 26, 2013, 01:14:36 PM »

https://www.dropbox.com/s/ou6sc85lue9b2wj/Proto.rar A bunch of prototype for a "tactical" brawler, with tactical being linked to sport game. I don't have gmk, it would be cool if someone could make an exe of each file (instead of having the last version only ...)
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Christoffer
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« Reply #385 on: August 27, 2013, 01:09:57 PM »

I'm back!

another game
Unfinished puzzle platformer. Unfortunately I don't have the latest version that actually had a few functioning levels.

Try the prototype




Artifacts
Artifacts was a spiritual successor to my previous game Toys.

Try the prototype




CREATE//ERASE
Unfinished game intended to be a two player PS move controlled thing.
Right and left click plus drag in the prototype.

Try the prototype




Escape - Unfinished Ludum Dare
Unfinished Ludum Dare on the theme 'Escape'

Try the prototype




Samurai Garden
Unfinished puzzle platformer about gardening.

Try the prototype

« Last Edit: August 27, 2013, 01:57:38 PM by Christoffer » Logged

phosphorous
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« Reply #386 on: August 29, 2013, 01:05:04 AM »

*snip* (Actually continued work on this project)
« Last Edit: December 03, 2014, 06:38:05 PM by Henry V » Logged
Pineapple
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« Reply #387 on: September 10, 2013, 03:43:26 PM »

I was going through my files and stuff to purge the unnecessary and backup the cool stuff.

I found this. It's a to-scale model of the solar system. It's decently pretty in terms of graphics, and a lot of work was put into making the UI as clean and functional as possible. I was originally going to make it into an RTS - hence the UI - but I dropped it before I could add anything in the way of gameplay.



Download
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kazak
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« Reply #388 on: October 12, 2013, 02:30:34 PM »

"Fuck Caves"
Started it in January, I think. It was going to be a game similar to Spelunky, in that it was going to be a randomized cave platformer with permadeath and tons of hazards, but it would be one continuous level, with different areas seamlessly transitioning into each other. It would have a really complex health system, with wounds and statuses for 6 parts of the body (head, torso, l. arm, r. arm, l. leg, r. leg), including bleeding, sprain, ache, poisoned and broken, and I'd probably add more later.

Falling too far could result in ache/sprain/break in your legs. Sprains/aches make your walking speed slower, broken legs make it so you can only crawl around. Later on, I'd make it so there were ways you could sprain your arms and whatnot, and get headaches which would mess with your vision and ability to conduct certain actions.

The player's body has a metabolism, running on a "nutrition" level which would be maintained from eating food. Your body naturally repairs itself (aches, bleeding wounds, sprains, breaks, etc), but automatically depletes nutrients in the process. I also planned to have TONS of different kinds of natural drugs in the caves, like certain mushrooms that could speed up your metabolism by a lot, which would heal wounds faster but also make your nutrients deplete significantly faster until the effects wore off, and anesthetics which would make your walking speed normal even if you had a sprain/ache in your legs, though they wouldn't heal if you kept walking on them.

I'm pretty sure the idea behind the name is that the character gets trapped in a cave and he's really bitter about it and hates everything.

I'd just started the inventory system, which is why there's a bunch of fried chicken in the inventory slots.

I kind of lost interest because the code was really messy and I wanted to change the player's entire movement system which would break a bunch of things. I also predicted that the game might have been a little boring, requiring the player to wait for wounds to heal, and if you broke a leg you'd be pretty screwed and you might as well be dead. I also didn't like the art style, but I'm too awful at art to make something better.





download
source
(controls: arrow keys; z=jump; a=change HUD focus)
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Marcos_del_bauer
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« Reply #389 on: October 12, 2013, 06:20:59 PM »

An Unfinished remake of Scourge of the Dark Knight. (An older game that I made back in the day.)

I want to finish it, but I don't know when I can...

The Dragon

I tried to start this one up again about a month ago, it was a mess so I moved on...

UnNamed RPG



*sigh* I'd love to bring this one back, but RPGs are hard...
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Armageddon
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« Reply #390 on: October 20, 2013, 02:00:56 PM »

I was going through my files and stuff to purge the unnecessary and backup the cool stuff.

I found this. It's a to-scale model of the solar system. It's decently pretty in terms of graphics, and a lot of work was put into making the UI as clean and functional as possible. I was originally going to make it into an RTS - hence the UI - but I dropped it before I could add anything in the way of gameplay.



Download
What did you code this with?
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Raku
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« Reply #391 on: October 23, 2013, 07:54:41 PM »

I believe this would count as a demo? I made this little program a while ago for a friend, to help them relax, and I really haven't done anything else with it. It's just a simple visualizer that rotates in the background while a track list of music I made can be played. You can change the particles to different effects and such, things drift by in the background, there's not much to it.

download: http://www.mediafire.com/?n98933t1doroyuf

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Sved
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« Reply #392 on: October 23, 2013, 10:48:17 PM »



The early build of a PHP/HTML online strategy game. It took me some time to realize that I was the only one still working on it. And I don't code, so...
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... but that is mostly psychological. Check my devlog!
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« Reply #393 on: October 29, 2013, 07:39:30 PM »

I posted a while back but realized it should belong here. I made a game similar to Heroes of Might and Magic that had randomly generated worlds and simultaneous turn-based combat. I had most of the basic mechanics of the game working but was missing story, progression design, and polish. I stopped because I ran into a creative block into making it fun.


Play here: http://ihasacode.com/heroiclands/
Video intro:

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jgrams
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« Reply #394 on: March 01, 2014, 06:23:30 AM »

Here's the last game-like thing I did (about a year ago). A friend was finishing up his freshman year of college and doing an asteroids game with some classmates as a final project. I thought it sounded like fun, so I started putting together a little game in imitation of the original Asteroids, but with some sorta-kinda physics.

So instead of being hard-coded the rock polygons are randomly generated, and they rotate and bounce off each other, crack roughly along the line where your bullets hit, and pieces disintegrate if they have less than a given area.



It only generates one set of rocks; once you kill them there's nothing to do. And your ship bounces off rocks instead of dying. And my collision detection just averages the intersection points and edge normals to get a collision point/normal, so that gives a bug where sharp points can often pass through instead of bouncing off. But it's kinda entertaining for a few minutes. And I had fun messing with the math for the physics.

Windows binary: http://www.arestlessmind.org/2014/02/15/belt-wars.zip

--Josh
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Snow
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« Reply #395 on: April 03, 2014, 08:24:00 AM »

snip: (moving post to mockups thread.. sorry bout that, but I figure since I might actually finish my game someday - then it still counts as work in progress.. not unfinished)
« Last Edit: April 04, 2014, 08:17:53 PM by Snow » Logged

A pencil, blank paper and an empty room is all you need.
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« Reply #396 on: May 27, 2014, 06:49:37 AM »

Here's some of mine over the last couple of years - I have plenty more at home

P01 : Trigger Happy
About: Combination of a shmup engine with a sample game. Engine wasn't finished
Source: https://github.com/pmprog/P01
Video:



Trigger Happy
About: Was supposed to be the same as above, but focusing on the game - without a flexible engine.
Source: https://github.com/pmprog/TriggerHappy
Video:



Overrun
About: Tower Defence based on NextWar. My plan was to add a multiplayer mode when you could buy upgrades to opponents waves as well as turrets etc.
Source: https://github.com/pmprog/Overrun
Video: http://www.youtube.com/watch?v=0Q5OwjxiL30

Super JumpFighter Turbo
About: Supposed to be a crossup of DiveKick and some Street Fighter characters.
Source: https://github.com/pmprog/SuperJumpKickTurbo
Video: http://www.youtube.com/watch?v=mR6gQBqNFOk

Really would like to finish most of these, highly doubt I will, considering I've got two other projects on the go at the minute - both should really have been finished by now (One is Pong FFS, though to be fair, I'm waiting on a friend for some stuff)
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Artoodiitoo
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« Reply #397 on: June 25, 2014, 04:40:45 AM »

This was my first game prototype I made when learning to use Unity,
I've always wanted to make a car game.  Tears of Joy
Crashing cars never gets old
Webplayer; https://dl.dropboxusercontent.com/u/69315779/raahenreissu/raahenreissu.html


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MorleyDev
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« Reply #398 on: June 30, 2014, 08:04:12 AM »

Ghost Hunt - Multiplayer Prototype
Download Link
Source Code (Git Repository)

Description
Written for university coursework, this is a multi-player game modeled after Pac-Man where the player and ghosts are all human players. The game is written in Scala using JSFML for graphics and audio. To run, download, unzip and launch either the ghosthunt shell script or the ghosthunt.bat batch file in the bin directory.

Controls
In-Game
- W = Move Up
- A = Move Left
- S = Move Right
- D = Move Down

In-Menu
- Mouse Click = Select a menu item (text boxes, buttons, etc.)
- Keyboard = Typing for Host and Port

Goals
The goals of the 'Hero' are to collect all the pellets and avoid the ghosts.
The goal of the ghosts are to hound and catch the player.

Known Issues
Gameplay
- It is possible for the ghosts to make victory impossible for the player by simply not moving, as this means they'll remain covering a pellet.
- It is difficult for the player to lose the ghosts when they are detected, as they have no means of repelling or escaping except for moving around the maze.
- Gameplay with only 2 players is boring.
- Players can't decide whether to be ghosts or the hero, the server automatically assigns those.
- Players can't start a game, the "Start Game" button is on the host window and must be clicked by whoever is running the host.

Technical
- If the hero disconnects, then two hero characters will be displayed on screen when the server returns to the lobby and in the next game.

Screenshots



Credits
FilenameTitleArtistLicenseSource
font.ttfSensationBernd MontagFreewarehttp://www.dafont.com/sansation.font
title.oggWingsHalcyonic Falcon Xhttp://creativecommons.org/publicdomain/zero/1.0/http://open.commonly.cc/
game.oggThose Of Us Who FightHalcyonic Falcon Xhttp://creativecommons.org/publicdomain/zero/1.0/http://open.commonly.cc/
endgame.oggThat Which We Have Lost And ForgottenHalcyonic Falcon Xhttp://creativecommons.org/publicdomain/zero/1.0/http://open.commonly.cc/
player_death.oggShot Gun Soundluminalacehttp://creativecommons.org/licenses/by/3.0/http://soundbible.com/1706-Shot-Gun.html
beep.oggbeepCHydranoshttp://creativecommons.org/publicdomain/zero/1.0/http://www.freesound.org/people/Hydranos/sounds/237706/




I made this casually fairly easily using Scala and JSFML, with the networking code going through Java sockets, for a piece of coursework. Having now more-or-less graduated (still got to get to the ceremony), I figured I'd share it around a little before it vanishes into the aether. I got an A for this, don't ask me how.

But I do like the core gameplay idea, so am toying with porting it over to something a bit more portable, making it less obvious a pacman clone, improving the assets (I made the graphics, the graphics suck), fixing the issues with the gameplay, implementing AI to allow for single-player or for game-play with 2 players to be enjoyable.
« Last Edit: June 30, 2014, 08:11:22 AM by MorleyDev » Logged

RadiationMutt
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« Reply #399 on: July 22, 2014, 06:58:31 AM »

Super Monaco GP inspired retro racing game. Well, hello there!

It uses HTML5 canvas drawimage command to draw every slice of road. It needs unreasonaple performance to run properly. Facepalm Shrug



You can test it here
Use arrow keys for controls.
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