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879010 Posts in 32953 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 04:36:39 AM
TIGSource ForumsDeveloperCreativeThe Unfinished Game/Demo Dump
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Author Topic: The Unfinished Game/Demo Dump  (Read 106679 times)
PeterM
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« Reply #45 on: May 06, 2008, 10:20:01 PM »

Wow, some incredible work in this thread. It's such a shame to see the projects labelled as canned.

I've not got much to show from recent times, lots of small projects started and shelved before getting to the stage where a screenshot is worthwhile. Most of my work has been in porting games like Quake to various homebrew platforms.

Anyway, on with the rose tinted glasses. This one was a platform game, written in Blitz Basic for the Amiga. The source code (one big sprawling file) and art assets are long gone after a hard drive disaster years ago.


The main character. I'm not sure what he was supposed to be, maybe a spaceman or a little alien or something like that.



The idea was that you would jump on baddies heads (how original!), and they would leave behind these little critters which you would have to collect to fill your quota for that level.

I have some more old project assets around, but I think I have something in my eye...  Cry
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Adamski
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« Reply #46 on: May 07, 2008, 03:50:00 AM »

A cross between Mario and Sonic?  Smiley  I never played Sonic and awful lot, but I seem to remember cute critters appearing when you killed enemies..
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Corpus
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« Reply #47 on: May 11, 2008, 01:07:29 AM »

Those were rings. They weren't very cute, just sort of shiny.
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Adamski
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« Reply #48 on: May 11, 2008, 02:32:47 AM »

Oh, it was in Sonic Advance 2...

"Now as with most Sonic titles, Sonic is pitted against his bitter arch-nemesis, the evil Dr. Robotnik. Again, Dr. Robotnik has devised a plan to take over the world by capturing all of the animals, and making them in to robotic drones of mass destruction. Also, Dr. Robotnik has captured Sonic's dear friends Knuckles, Tails, Amy and Cream; and it is up to Sonic to rescue his friends and to free the captured animals."
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Mitchard
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« Reply #49 on: May 11, 2008, 03:08:00 AM »

You shed rings when YOU get hit and imprisoned animals are used as the batteries for enemy robots. It's been like that since the very first game.

I'm shocked and disappointed by you guys.
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Farbs
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« Reply #50 on: May 11, 2008, 05:14:52 AM »

This one was a platform game, written in Blitz Basic for the Amiga.
Holy crap! The artwork is very nice, but the gradients on those background mountains used up nearly a third of your 32 colour palette! How come you didn't use copper scrolls?
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PeterM
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« Reply #51 on: May 11, 2008, 05:24:28 AM »

If I remember right (it's been a while), the foreground and background were separate independently scrolling layers, each with their own 16 colour palette. It was an AGA only game, so there wasn't a shortage of colours for the background.

To be honest, the background was put together very quickly and I was never really that happy with it.

Edit: I think "dual playfield" was the name of the mode/technique.

There were probably a multitude of better ways to do it, but I was young and not really well versed in the Amiga graphics setup.

Thanks for the compliment on the artwork. I loved your ROM CHECK FAIL!
« Last Edit: May 11, 2008, 05:33:23 AM by PeterM » Logged
Corpus
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« Reply #52 on: May 13, 2008, 10:16:45 AM »

See that picture on the left, there? That is what it looks like when someone is too cool for Sonic.
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DrPetter
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« Reply #53 on: May 13, 2008, 11:13:17 AM »

Not sure if I ever introduced myself in the appropriate thread, but I did take part in some discussions here a few years ago. This post is probably as good an introduction as anything.

Many months ago, this thread sparked an impulse in me to gather up screenshots and info about all my old game stuff, going back to the very roots, and putting it all into some kind of list.
After lots of emulating and compositing it's finally done, and I warn you that this is indeed about quantity over quality. A few of these were actually finished and some aren't even games, so they're not all a perfect match for this thread. By far though, most are abandoned games which were sparkling ambitions at one point while turning to old dust the next day or week or month.

The games listed span from 1995 to 2008, which I guess corresponds to half my life (born 1982)

Here's a squishy thumbnail showing what to expect:

(there are 116 screenshots in that image)

...and here's a monstrous 2.44 MB JPEG with each screenshot given a space of 320x256 pixels (for a total of 3200x3072):
http://www.cyd.liu.se/~tompe573/game_projects_big.jpg

If you can't quite handle that, have this one which is smaller at 627 kB and half the resolution:
http://www.cyd.liu.se/~tompe573/game_projects_small.jpg

To make it a bit more comprehensive, I wrote an indexed shorthand description for all of them (and then some):
http://www.cyd.liu.se/~tompe573/game_projects_info.txt

Here's hoping I can improve my success rate with future games Wink
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moi
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« Reply #54 on: May 13, 2008, 01:36:40 PM »

I would download and play all these semi finished games Tongue
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lelebęcülo
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« Reply #55 on: May 13, 2008, 02:02:51 PM »

Haha, awesome.

We should totally make one big TIGSource unfinished game pack consisting of one from every member. Or they could be put together into one large (finished) game, with each unfinished game being one level.

Now that I typed it out it seems like a pretty stupid idea, but it was a fun thought. :D
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nothings
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« Reply #56 on: May 15, 2008, 07:40:36 PM »

(First post, so: I'm the author of the Chromatron games and Lost in the Static. I'm also a "ringer", as I worked on some commercial games in the latter half of the 90s.)

2001-10-17

This was a simple gameplay idea that I tested and couldn't make go anywhere: you slide the rows or columns horizontally or vertically, but you can't slide one if it's got a multi-row "brick" crossing to another row--or it forces both rows to move together (which then may cascade through other bricks). I couldn't find any good gameplay out of the idea.

I wrote Chromatron 1 two months later.

2004-02-16


This was not a Chromatron sequel, but was intended to "continue the line" of those games -- it was another puzzle game with a color theme and name. You build these "abstract paintings" and then a "critic" "rates" them; it's actually basically just Zendo; the biggest problem was how to prove that you knew a judge's rule. Multiple testers suggested a big collection of combo boxes where you spell out your guess, but I didn't like the idea of giving people a hint about what the range of things it worked with were. Instead, when you thought you had "solved" a critic, you could take a test, in which you were shown ten "paintings" and had to predict which way you thought he'd choose. If you got all of them right, the game assumed you solved it. If not, it showed you the right answer to one of the paintings you tested wrong on, corresponding to the Zendo 'construct a counterexample' rule. And when you retook the test you'd get a different set of paintings, and more of them (i.e. 12 the 2nd time, 14 the 3rd time, etc., to discourage brute force guessing).

The intent was that there'd be 30-40 critics, and then some "boss levels" where you had to make paintings that would make multiple critics happy simultaneously.

Besides dissatisfaction with the testing mechanic, another thing that made me unhappy about this is that you would tend to create really simple, trivial things for the "experiment" paintings (as seen above), despite the fact that the system would let you make much nicer-looking, more sophisticated things -- I made a ton of these for the tests, but there was really no way to make the user make them more interesting (except maybe by adding some sort of budget and a demand that you spend a certain minimum or something, but it seemed awkward).

But also after stopping, I later never went back to it because I decided intellectual puzzle games just wasn't a very satisfying niche to target.

2004-05-14

This was a puzzle game sort of inspired by Four Crystals of Traziere. Here you would collect cards and then create spells with them by combining various aspects. For example in the screenshot the player has built a four-way destruction spell and is about to cast it to destroy the four diagonal pillbox barriers.

I wasn't able to make the puzzly aspect of this interesting enough; I couldn't get any emergent gameplay like in Chromatron, because I had to construct everything very carefully to avoid you getting too stuck. And the mechanic really cries out for emergent insanity, not carefully constructed puzzles. Kinda obvious in hindsight.

2005-09-17: This was a technology test for doing a 2D scrolling game with 3D hardware, mainly testing getting gamma-correct antialiasing for everything (without pixel shaders). The stars are parallaxing point sprites, not one big texture.

2006-02-16: This was a UI test for the UI for a 4X galaxy game.

2006-02-19

This was a technology test for an idea for doing a 3D Descent game with random levels (i.e. a 3D roguelike). This is a "random level" made with CSG (with an arbitrary texture thrown on it and random lights). Because of my experience with CSG numeric-stability issues in a real shipped game, since this would generate random levels and designers couldn't tweak to fix it, it would only use axis-aligned surfaces.

2007-11-16

This was a game I worked on after Lost in the Static, starting with the same engine, but now I was doing weird colored animation. I never found any compelling gameplay for it (you could switch your guy between red and green, and invert gravity, and there was room for some interesting platforming using those ideas, but it didn't have any oomph, no real hook that would make people want to play). Yes, that's what the avatar in LitS really looks like.

2008-03-15

This is a bullet-hell shooter where you control the bullets (indirectly) in a Desktop-Tower-Defense-like way, and the bullet-dodgers are the enemies. I wrote very awesome bullet-dodging AI for the enemies, and the graphics, and a few turret types, enough to test the AI. The gameplay doesn't have the maze-construction aspect of DTD games, so there'd need to be something else to fill in for it--I was leaning towards having "support" systems you could build, which could e.g. synchronize all adjacent turrets, or make them fire faster, or etc. But despite being excited by watching the bullet dodging (they're much more sophisticated than human players--the collision "box" is the actual ship, and you can throw crazy patterns at them that humans could never possibly navigate, like mixtures of very different speeds--which means it's very different than it would be to have a computer player playing a regular human-playable bullet-hell game), I've never found the will to actually try building out the rest of the game, much less figured out if there's anything fun there. (No, it never actually reached 'beta', I have no idea why I added that so prematurely.)

I didn't actually intend the art to be DTD-ish, I just drew turret placeholder art that happened to look a little that way.
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Retro
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« Reply #57 on: May 16, 2008, 01:54:17 AM »

Wow! The frontpage picture from DrPetter hit me real hard. I'm not nearly as prolific as him (he had a 2 year headstart though, I was born in 1984 Tongue) but is this ever the thread for me! Here's my load of unfinishedness (click for huge size):



It's worth mentioning lot's of this stuff was made with my brother and usually I sticked to more graphics side while he coded. This has shifted slowly to me doing more and more coding to the point of today when I do everything myself.

Also, everything except 8 bits of spacewar is written in Visual Basic (4-6, later .NET) the 3D stuff running on managed DirectX with Artificial Engines, written by my brother. I've since switched to XNA.

Thanks to others in this thread for inspiration. You are awesome!
« Last Edit: June 06, 2008, 02:26:39 AM by Retro » Logged

Terry
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« Reply #58 on: May 16, 2008, 02:57:36 AM »

I love this thread Smiley The recent posts have been great too - some of those games could have been really interesting... I'm seriously impressed with 116 projects DrPetter - I'm pretty sure I've only ever worked on a fraction of that Shocked

Since everyone else is doing it (and because I've been meaning to post some stuff here for ages), I put together a little mosaic of unfinished projects of my own. It's not comprehensive or anything, just some of the more interesting ones.



Bigger version here, if you want! (over 2 megs, mind)
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luvcraft
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« Reply #59 on: May 16, 2008, 06:08:41 AM »

Petter, from all the pinball machines in here, I think you might be interested in "Visual Pinball", a really nice (albeit very quirky in some places) and free pinball machine construction set.
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