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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2Underground
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PiedotTaste
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« on: December 09, 2009, 05:02:49 PM »

Hey, first post, completely new here.

Thought I'd have a go at this to make myself finish something ;P I'm sure you know the feeling!

This is what I have so far:


I'm afraid I spent so long revelling in the novelty of using graphics instead of just drawing primitives that I forgot to actually code any gameplay today.

Cool title screen makes up for gameplay, though. Clearly.

Hopefully meant to be a little sandbox game where you wander about exploring caves that are procedurally generated as you reach there, and because you have to walk somewhere to generate it, it ensures everywhere generated is reachable, woo! Hoping to have it so you can dig through walls and such, but perhaps digging through some walls would release water and drown you or something.

Who knows? I'm afraid I'm balancing this with uni work, wish me luck? Smiley

Oh my, first post fear Cry!

Edit:

Progress so far:

Screenshots: http://s993.photobucket.com/albums/af54/PiedotTaste/Programming/

Demo (rar) v0.4.0 (18/12/2009): http://dl.dropbox.com/u/552138/Assemblee/Underground.rar
Demo (zip) v0.4.0 (18/12/2009): http://dl.dropbox.com/u/552138/Assemblee/Underground.zip

Features:
* Sexy title screen1
* Random world generation AS YOU WALK ( :O )
* Flowing2 water!
* Digging through walls!
* Footsteps! (Clip clop, clip clop!)
* Basic inventory system!
* EXTREME 2D top down wall placing action!
* REALISTIC3 crop growing experiences!
* EAT stuff! Yum!

1: May cause pregnancy
2: Sort of flows. Lack of (any attempt at) realism aside, it's trippy to watch.
3: The use of the world 'realistic' may or may not be as a synonym for "entirely unrealistic"

Planned Hopeful features:
* Basic inventory Done!
* Placing wall tiles (as many as you have dug through, via inventory) Done!
* Health (Not going to do), hunger (Done!) and thirst values
* Eating (Done!) and drinking actions to go with the last point (via inventory or being in water)
* AI others, initially wandering with no aim in life (insert philosophical rubbish) Done!
* Ability to talk to AI, get canned random phrases (many lulz)
* Able to die from high hunger Done!
* More intelligent AI?
* ...?

Assets used:
* Easyname's "Workshop": world/char/font sprites
* Psuedochips': music
* Boomlinde's "Abstract FM Synthesis Sound Effects": SFX

Currently all that's used, I believe... will make sure at a later point
« Last Edit: December 18, 2009, 02:44:11 PM by PiedotTaste » Logged
Inanimate
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« Reply #1 on: December 09, 2009, 05:27:22 PM »

Wow, that's a really nice title screen!
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SkyBox
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« Reply #2 on: December 09, 2009, 07:12:45 PM »

Yeah that looks great! What are you using to make it? The language, I mean, not just the art resources.
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J. R. Hill
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« Reply #3 on: December 09, 2009, 09:59:51 PM »

IN A WORLD

WHERE THE SKY...

IS MADE OF DIRT...

WILL YOU SURVIVE...

UNDERGROUND??

COMING TO YOU THIS CHRISTMAS SEASON
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PiedotTaste
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« Reply #4 on: December 09, 2009, 11:20:17 PM »

DUN DUN DUNN!

I'm going to try and work that in somewhere, just for you.

Tongue

@Inanimate: Thank you Smiley If it's good enough, does there have to be a game after it? Tongue

@SkyBox, I'm using python and pygame Smiley As they are cool, haha.
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PiedotTaste
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« Reply #5 on: December 10, 2009, 02:07:22 PM »

Okay, so, I have it so you can wander around a bit now, the game generates the world as you go... I have the world restricted to a 10x10 grid of tiles at the moment for the sake of testing.

Map collision seems to be buggy at the moment, you can walk onto blocking tiles from certain directions :S Crazy. Still, a good excuse not to do coursework, I find.



:O!

Oh yeah and tiles should fade in as you discover them, but they just appear, which is fascinating. Also, sometimes it doesn't register you finding them until you walk away.

HILARITY!
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saluk
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« Reply #6 on: December 10, 2009, 05:40:55 PM »

This sounds awesome! Love the mechanic of player-driven procedural generation. Looks like you're off to a great start. Other than the digging, what will the gameplay entail? Or will you get to that when you get to it, hehe.
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« Reply #7 on: December 10, 2009, 05:50:52 PM »

Clearly cold, hard cash.  Hand Money LeftWell, hello there!Hand Money Right

On a more serious, I'd also like to know what other gameplay you have planned. Game looks promising either.
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PiedotTaste
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« Reply #8 on: December 10, 2009, 11:42:10 PM »

Well, I'm thinking of a game where you are just sort of, in a cave, and have to live there - perhaps with some AI guys to look after, too. Perhaps you'd need to grow food? Might be getting a bit over my head here, but hopefully you can see where I'm going to with this.

Perhaps I might add an aim to the game, like, explore the entire cave or even find the single exit? I'm planning on making the actual released game have a world 200x200, so that could make those goals quite interesting Tongue.

Anyway, gotta dash, uni time XD
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PiedotTaste
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« Reply #9 on: December 11, 2009, 10:55:04 AM »

Back from uni and DUN, DUN, DUN, ANOTHER BUG BYTES (lol) THE DUST!

How satisfying. Now to fix the horrendous collision detection, aka, let's stop phasing through walls :S.
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PiedotTaste
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« Reply #10 on: December 11, 2009, 12:33:31 PM »



Woo! Collision detection is back on track, tiles fade in as you find them, they appear as you step adjacent to them AND THERE IS NOW WATER!

And here's the clincher.. WATER FLOWS*!
* 'Flows' in the loosest possible way

Now to make the depth of water graphically represented and hurrah! :O
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J. R. Hill
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« Reply #11 on: December 11, 2009, 04:13:29 PM »

Huh, really strange graphics for an oryxlike.

I kid, I kid.
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PiedotTaste
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« Reply #12 on: December 11, 2009, 05:17:17 PM »

And so more bugs were fixed, and an action menu was born!



Okay so all you can do at the moment is dig, but that turns wall tiles into non-blocking floor tiles, yay!

Oh yeah, and there are even sound effects for foot steps and digging. Huzzah!

Just for the hell of it, here's a picture of a flood ocurring, it's fun just to watch the water slosh about :D



I should probably sleep now, as it's about 1:20 am Tongue
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saluk
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« Reply #13 on: December 11, 2009, 05:48:26 PM »

 Shocked DEMO
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PiedotTaste
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« Reply #14 on: December 12, 2009, 04:09:48 AM »

Okay so, I think a demo is doable right now, except I don't know how to host one? Smiley
Halp plaz! Tongue
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easynam
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« Reply #15 on: December 12, 2009, 04:15:19 AM »

Looking good so far :)

but
Assets used:
* Oddball's "Small Offerings": world/char/font sprites
* Psuedochips': music
* Boomlinde's "Abstract FM Synthesis Sound Effects": SFX
I'm not oddball :o

Also I seriously should have made some top view tiles :o
« Last Edit: December 12, 2009, 04:19:53 AM by easyname » Logged

J. R. Hill
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« Reply #16 on: December 12, 2009, 04:16:29 AM »

Like to host a flash file or to host a downloadable?
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PiedotTaste
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« Reply #17 on: December 12, 2009, 05:09:08 AM »

Looking good so far Smiley

but
Assets used:
* Oddball's "Small Offerings": world/char/font sprites
* Psuedochips': music
* Boomlinde's "Abstract FM Synthesis Sound Effects": SFX
I'm not oddball Shocked

Also I seriously should have made some top view tiles Shocked

You're absolutely right, I'm terribly sorry Sad I had to make some guesses after I got all excited and downloaded art and forgot to bookmark where it came from >_<.

And what a terrible guess, I'm not using any of oddball's stuff :S Okay that was stupid.
Consider the OP fixed! Smiley

Like to host a flash file or to host a downloadable?

Downloadable, I'm going to upload a .rar (or .zip? what is preferable around here?) to INSERT_RECOMMENDED_HOST_HERE and link you all Smiley

I'll be using py2exe to make an executable and all that jibber jabber, however if anyone isn't on windows or - I don't know - has a particular desire to look at the source I can upload a .rar of the source as well Smiley
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easynam
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« Reply #18 on: December 12, 2009, 05:10:47 AM »

I dont really mind, it was just a mistake. Smiley
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« Reply #19 on: December 12, 2009, 05:13:30 AM »

Megaupload or Mediafire are fine I suppose.
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