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May 20, 2013, 04:56:32 PM
TIGSource ForumsCommunityCompetitionsOld CompetitionsAssemblee: Part 2Mulder's Totally Bogus (Rabbit) Journey [finished]
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Author Topic: Mulder's Totally Bogus (Rabbit) Journey [finished]  (Read 6582 times)
moonmagic
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« on: December 07, 2009, 08:34:58 AM »



Using aueft's tiny animals, I am making a Zelda-like, starring my erstwhile pet rabbit, Mulder.

The game begins in rabbit heaven, where you can do things that all rabbits want to do (namely, Move Quickly and Eat As Much As You Want).

After awhile, you descend into rabbit limbo, where you will rescue lost rabbits and (eventually) collect parts to build a psychic computer so that you may contact Scully (your rabbit friend you left behind).

--EDIT--

Uploaded a new build. Limbo completely finished; lots of new levels. Four rabbits total. Broken psychic computer with all-new crypto-talk! Also a boss. There is one shortcut if you want to skip to the end.


« Last Edit: March 06, 2010, 02:20:14 AM by moonmagic » Logged

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Melly
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« Reply #1 on: December 11, 2009, 12:05:25 PM »

After awhile, you will descend into rabbit limbo, where you will collect parts to build a psychic computer.

Color me intrigued.
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moonmagic
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« Reply #2 on: December 13, 2009, 02:21:34 AM »

I made a little mockup. I'm going to predominately use aueft's sprites with easyname's tiles. I know they are platform tiles, but they are quite nice and when they are forced to be top-down tiles they have the ghetto bad-Gameboy-port-of-Toejam-&-Earl look that I am going for.

I'll upload a demo when I've made a level or two. I have thought of some particular rabbit-y abilities I want Mulder to have. I have also decided on NPCs / enemies and feel happy that there is a game inside my idea.
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SirNiko
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« Reply #3 on: December 13, 2009, 11:20:28 AM »

When I look at this, I see Quirk the Tomato: the Adventure, and I get really excited.

-SirNiko
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dspencer
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« Reply #4 on: December 13, 2009, 12:16:18 PM »

I'm so glad these assets are being used!
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moonmagic
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« Reply #5 on: December 14, 2009, 02:40:13 PM »

Added a little test level. It will eventually become the Heaven stage, where you start the game. Movement is working, as well as the rabbit escape. You can go down the stairs to start the level over. If you are feeling morbid, you can press enter to kill yourself.

There's a readme with more details. Not many more, but more. Plus, a ridiculous ASCII logo.
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moonmagic
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« Reply #6 on: January 06, 2010, 12:34:53 PM »

Uploaded a demo. Let me know if there are any weird bugs.

--EDIT--

Found lots of bugs caused by setting the level title variables from the stage exits. Weird how they don't seem to show up until the thing is in the wild. Fixed them; added one-way tunnels and fixed tunnel graphics to make caves easier to find.
« Last Edit: January 07, 2010, 10:23:00 AM by moonmagic » Logged

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moonmagic
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« Reply #7 on: January 10, 2010, 12:54:19 AM »

Added sounds. I'm going to try and make some more levels tomorrow, and maybe a new sort of enemy. However, this very well might be the final build before Assemblee.
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moonmagic
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« Reply #8 on: January 11, 2010, 02:28:35 AM »

Ok, done for now. Added another level (archipelago) with some teleporters, and another secret room with another bunny. Also added a new enemy (the fly!!) and fixed up some dialogue so that hopefully it makes more sense. Not much more, but more.

No psychic computer. There wasn't time. But I'm basically in the level design phase now, and the game should be finished-finished in another week or so.
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The Greenest Banana
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« Reply #9 on: January 11, 2010, 05:17:56 PM »

Pretty interesting. I like how it takes a moment to dig a hole for the enemies to fall into. It requires the player to plan ahead to move forward in the level. The fake out ability is a great way to keep it from being utterly frustrating if you fail at defending yourself, too.

Sadly I could only find one of the other rabbits (the most obvious one). I'll get the other ones eventually!

I hope you'll keep developing it, because I want to see this psychic computer.
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Melly
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« Reply #10 on: January 11, 2010, 10:57:23 PM »

Couldn't rescue any of the rabbits. Sad But it's an interesting game. Fairly challenging if you're not careful. I like how you used the sprites and sounds.
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« Reply #11 on: January 12, 2010, 09:27:10 AM »

I couldn't rescue a rabbit either.  It's got a good style though.  I thought i trolled through part one ad nauseum but i'm glad to see that there are still some surprises.  Especially with the music.  There's still lots of good music i haven't heard that was made last month.
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moonmagic
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« Reply #12 on: January 12, 2010, 06:14:37 PM »

Thanks everyone for your comments! I wanted to make rescuing the rabbits a secondary goal, so that it would be possible to complete the game without finding them, but rewarding and purposeful if you do. At this point, completing the game just takes you back to the beginning, but I do have an ending planned. In addition to populating rabbit heaven, the rabbits act as npcs that (somewhat cryptically) guide the player toward the ending.

I'm excited to continue developing this game. I'd like to have a mix of single-screen challenges and larger, emptier areas, with a halfway point where the player can rest. Soon!
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« Reply #13 on: January 13, 2010, 03:18:18 PM »

I dug the game mechanics, it was a nice change-up having to trap the enemies. It's interesting to be a devious weakling instead of some uber-macho dude. If you wanted to have an item half-way through that upgrades you in true Zelda-fashion that would be cool, and would add a nice sense of progression to it. If you could sneak in a couple more hidden rabbits it would be awesome because the exploration motif really fits the aesthetics.
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moonmagic
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« Reply #14 on: January 14, 2010, 09:26:02 PM »

I've been throwing around some ideas for items, but it's been difficult because of the current relationship between Mulder and the monsters. I figure, either I include a health upgrade (or temporary invincibility) to build off of the rabbit escape, or I upgrade the digging to include multiple pits in a row at once (ala Doraemon Meikyuu Daisakusen, that PC-Engine Bomberman-alike). Maybe both, at appropriate intervals. I'm open to ideas, at this point. Obviously new enemies would need to be introduced that keep the vulnerability of the game intact, because I want it to feel appropriately rabbit-y.

My original intent has always been to have eight rabbits in the game, with each rabbit being a sort of mini-dungeon in itself.

I've finished another enemy type, to introduce some tension to hiding. I'll try to have some levels worked up with the new guy (sort of a hovering, teleporting squid-bat?) by next week, and maybe the last rabbit for limbo.
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