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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2Mushroom Mosh Pit
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iGniSz
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« on: December 06, 2009, 12:13:25 PM »

Hello Everybody,

My entry for Assemblee is "Mushroom Mosh Pit", a frantic 2d (multiplayer) platformer battle fest. Choose your color and destroy your buddies.

I am going with python and pygame for the development and will be basing my art on the excellent mushroom thread by MashPotato (http://forums.tigsource.com/index.php?topic=9024.0), mixing and matching with anything that fits. I will use Tiled as a map editor as it readiliy integrates into pygame (there's a library for that).

For gameplay I am thinking about:
  lots of hp
  juicy physics with blow back
  decay in firing rate with cooldown
  some power ups that effect these parameters
  small levels (50x25 @ 32x32)  
  
I will start by making a battle arena in which you can walk/jump around in by yourself (a non-networked game).

versions (src and win32 binary):
  0.1: It doesn't do anything.. yet. http://www.mediafire.com/?3zimmz2izgv

Progress:
  statemachine for game logic - done
  configuration file parser - done
  initialization of pygame - done
  py2exe script - done
  assets directory layout - done
  reading of tmx file - done
  put first binary download on tigsource
  level wrapper
  level display
  sprite system
  player sprite
  movement left/right
  movement jump
  collision detection
  collision response
  animation
   movement
   bullets
  weapon switching
  animation
   bazooka
   explosions
  AI player!
  kill AI player lotsa times for fun
  explosion physics
  server menu state
  client menu state
  
Lastly a rough mockup (or actually a screenshot of my test level):
« Last Edit: December 08, 2009, 01:52:05 PM by iGniSz » Logged
iGniSz
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« Reply #1 on: December 06, 2009, 12:14:37 PM »

*reserved space*
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lurre
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« Reply #2 on: December 06, 2009, 12:55:05 PM »

Sounds good!  Smiley
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iGniSz
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« Reply #3 on: December 06, 2009, 01:13:57 PM »

Thnx! Smiley Also if anybody has any suggestions for mechanics, or features.. do not hesitate! And also, someone who is good at level design is very welcome as a team member...
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Andrius
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« Reply #4 on: December 06, 2009, 02:05:48 PM »

I would like to propose that the mechanics of the enemies attacks relate to jump on the main character head Tongue
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iGniSz
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« Reply #5 on: December 08, 2009, 01:39:53 PM »

LOL .. but actually it's a pretty good idea! Jumping will be your default "weapon" when you start and then you have to find the different weapons first if you want to use them. Thanks!
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Alec S.
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« Reply #6 on: December 08, 2009, 06:15:39 PM »

Ooh, this looks good.  I look forward to seeing it progress.
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suggo
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« Reply #7 on: December 09, 2009, 02:08:24 PM »

 Shocked I started working on an idea very similar to this, might try and come up with some new gameplay elements now. I'll post up mine when I get something more substantial to show. Good luck, can't wait to see how it comes along!
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Bood_war
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« Reply #8 on: December 09, 2009, 02:20:35 PM »

Win. Especially for not using oryxssets.
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hammedhaaret
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« Reply #9 on: December 10, 2009, 02:11:47 PM »

how about a juggernaut-like gamemode where all the mushrooms team up against a common enemy, say like an italian plummer kinda character.  Big Laff

bit cheesy maybe.

hammedhaaret
 
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