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Community => A Game by Its Cover => Topic started by: Hempuli‽ on July 02, 2010, 04:06:01 AM



Title: [CANCELED][AGBIC] Planetary cavity syndrome
Post by: Hempuli‽ on July 02, 2010, 04:06:01 AM
EDIT: Ok, it looks like others have much nicer-looking thread starters, so let's adjust this a bit!

EDIT 2: MEH, I'll select this instead!

EDIT 3: DUHH, I suck.

Planetary cavity syndrome

Description

BWAAADLERGH! After all, I decided to change my cartridge to another cool one. AGAIN!

Badooks, I can't seem to decide between all these good cartridges! I just changed my cart for the third time, how ridiculous is that. Anyway, my idea will be a sort of a real-time strategy where you dig into a planet to search for... something? Maybe you'll also protect it from all sorts of enemies. We'll see.

Prepare for some procedurally generated sand snow planets, folks.

             Inspired by

(http://famicase.com/08/softs/35.jpg) (http://famicase.com/08/softs/35.jpg)
             


I'm really sorry about this. :(


Title: Re: [AGBIC] The Caravan Keeps Going
Post by: JMickle on July 02, 2010, 08:10:39 AM
This is quite a popular case, by the looks of it. Good luck, and don't steal my ideas! :) gah


Title: Re: [AGBIC] The Caravan Keeps Going
Post by: Saker on July 02, 2010, 08:18:37 AM
Will it implement some kind of tower-defense ?! ... that would be cool


Title: Re: [AGBIC] Climb = Summit
Post by: feeblethemighty on July 02, 2010, 09:53:47 AM
:tearsofjoy:

There hasn't been a Hempuli game i didn't like.  I can't wait!


Title: Re: [AGBIC] Climb = Summit
Post by: Hempuli‽ on July 02, 2010, 11:12:13 AM
(http://img85.imageshack.us/img85/3836/vuori.png)

This image may need some explaining.
I've worked on stuff for some 6-7 hours now, and everything seems to be going fine! The blue muzzle you see in the pic is actually a map of the mountains the player is going to scale. The red thing is supposed to mark the 'highest' point on the map, i.e. the summit you have to tackle. I've been playing with stuff, and currently you can draw lines to the heightmap and get that kind of nice statistic showing the changes in height on that path.
 The idea of the game will be to plan a path for each day, using a waypoint system, and then try to get to the end of the path before time/health runs out. The actual climbing would probably be done in a platformer-like manner, where the height changes would be reflected to the platform heights. Also I think of including some item-management for special feeling of survival, and some dangerous creatures etc.

(The mountain generator creates really boring mountains currently. Gotta do something about that!  >:()


Title: Re: [AGBIC] Climb = Summit
Post by: Melly on July 03, 2010, 01:09:17 AM
Hah, that's looking awesome man.


Title: Re: [AGBIC] Climb = Summit
Post by: Hempuli‽ on July 03, 2010, 03:22:55 AM
(http://img517.imageshack.us/img517/985/vuori2.png)

Getting somewhere! Not far, though. Looking for a good path is quite funny, though I have to make the pathmaking a lot simplier. Also, since no mountain is scaled in one day, I'll probably have to put some restrictions to the distance you can walk a day. There'll probably be at least some kind of a counter that'd count the time of the day. I also thought that there could be weather effects forecasted for each day, so you'd have to think like "there'll be snow during the mid-day, so maybe I shouldn't take such a hard path for that time".


Title: Re: [AGBIC] Climb = Summit
Post by: Jonathan Whiting on July 03, 2010, 04:39:40 AM
As a rock climber I've often contemplated the idea of making a game out of climbing, but my conclusion has always been "it miiiiight be possible, but I can't see how to make it not suck".  Your stuff is looking great though, I'm gearing up to be proved completely wrong  :)


Title: Re: [AGBIC] Climb = Summit
Post by: thewreck on July 03, 2010, 05:15:34 AM
Im loving the mix between strategy and platform mechanics.

I have a suggestion for injuries.

Say you get bitten by a snake half way though the path, that might start some form of pulsating sound. and every 5 seconds a letter pops up on the screen somewhere, which you have to press, say G. So you while trying to move on, every 5 seconds you now also have to press G within in 1 second, else your charachter makes this "oooow" sound and looses his grip, and depending on where you are currently clibing, that might result in falling down several meters, causing another injury forcing you to now have to press E as well every 8 seconds.....  ... so now you again, try to get a grip and move on, while managing the pain and injuries. Some injuries might fade out after a while, mainly being pain. other might worsen (unless an antidote is applied for example), forcing you to press more and more often up until the point where you have to constantly tap G not to die while still trying to get higher.

Just one more checkpoint, and you can rest and tend your wounds..... just 10 more meters!

you can imagine the chaos that can ensue after a series of unlucky steps...


Title: Re: [AGBIC] Climb = Summit
Post by: Hempuli‽ on July 03, 2010, 06:03:50 AM
The idea's fine, but I'm not sure if I like the idea of pressing buttons repeatedly to 'stand' the pain. That might make the game unnecessarily confusing, unless I greatly simplified the controlling system I have in mind. Thanks for the idea, though, I'll ponder about it! :)

I just got a simple statistic thing working, so now you get a nice picture showing the changes in the height for the next day. You can see the same statistic in the two screenshots I posted, but the really hard thing I had to implement today was to get it to be always the same width, with the values relative to the length of the course etc. Now I can just draw a huge route through the mountains, and the graph keeps its width and just adjusts to the new route.


Title: Re: [AGBIC] Climb = Summit
Post by: Hempuli‽ on July 03, 2010, 01:17:03 PM
(http://img32.imageshack.us/img32/3910/simplej.png)

I just added a system that generates some walls according to the height changes. There's no gameplay yet, but it's a start!


Title: Re: [AGBIC] Climb = Summit
Post by: Hempuli‽ on July 04, 2010, 05:00:06 AM
(http://img46.imageshack.us/img46/2053/ukkeli.gif)(http://img46.imageshack.us/img46/2053/ukkeli.gif)(http://img46.imageshack.us/img46/2053/ukkeli.gif)

Working on the basic engine currently. I'm not sure how the climbing will be done, but prepare for some sort of hookshot system. Sexy Hiking?


Title: Re: [AGBIC] Climb = Summit
Post by: Hempuli‽ on July 04, 2010, 08:30:46 AM
(http://img3.imageshack.us/img3/4365/guyp.png)

Oooh, the platform engine is in and the guy is animated! I've always wanted to do that kind of 'cold breathing', where white steam comes out of the character's mouth!


Title: Re: [AGBIC] Climb = Summit
Post by: belbeeno on July 04, 2010, 09:42:23 AM
Man, I'm up against Hempuli?  :I

Looking good so far.  If your LD entry is any indicator then this is a game to look out for.


Title: Re: [AGBIC] Climb = Summit
Post by: Inanimate on July 04, 2010, 01:51:28 PM
I always love the puffs of breath you get in the cold. Can't wait to see that in motion in-game.


Title: Re: [AGBIC] Climb = Summit
Post by: Hempuli‽ on July 04, 2010, 02:46:52 PM
(http://img339.imageshack.us/img339/5474/climb.png)

Climbing is there! It needs a lot of work, still, but the basics are finished. I really gotta add some hazards like birds, stalactites and lumps of snow - the climbing might become a tad boring over time. Just a tad.


Title: Re: [AGBIC] Climb = Summit
Post by: Hempuli‽ on July 05, 2010, 07:46:15 AM
The climbing method I implemented isn't very good, after all. I gotta think of some altrnatives. It's a bit hard to find way of ascending vertical walls that wouldn't be boring and still give the sense of mountain climbing!


Title: Re: [AGBIC] Climb = Summit
Post by: Soulliard on July 05, 2010, 07:51:53 AM
Maybe if you changed the perspective, so that the character is standing in front of the wall. Then you could add a mechanic to find hand-holds and sturdy platforms along the mountain face. That might be fun- you'd have to find the best paths to reach the top.


Title: Re: [AGBIC] Climb = Summit
Post by: tipp on July 05, 2010, 07:55:13 AM
Ooh, this game looks neat! I like the simple, lo-res style.


Title: Re: [AGBIC] Climb = Summit
Post by: Melly on July 05, 2010, 12:04:09 PM
I like Soulliard's suggestion. You could mix normal platforming with climbing with the character's back to the camera, using all the elements of real rock-climbing. If you do that you should also add a way to move the camera and scout ahead so we can plan our climbs.


Title: Re: [AGBIC] Climb = Summit
Post by: Hempuli‽ on July 06, 2010, 02:14:03 AM
Hmm. It seems that I can't come up with a good way of climbing. I'll look into the suggestion you gave, Soulliard.


Title: Re: [AGBIC] Climb = Summit
Post by: PlayMeTape on July 06, 2010, 02:32:31 AM
I was thinking about doing a game on this cartridge and my idea was something like what Soulliard suggested. I wanted the climbing to be seen from the back of the player and you had to plot the course with your mouse. Either you'd plot the entire course and it would be sort of a visual puzzle. Or you'd have to click on things for your feet and hands to use them. If you clicked on something that you couldn't hold on to you'd get a chance to click on something else to gain footing again before falling.

Something like that. It seems I suck at explaining things today but I hope you understand.


Title: Re: [AGBIC] Climb = Summit
Post by: Hempuli‽ on July 06, 2010, 02:47:17 AM
I guess I'll change the game to the view Soulliard suggested. The planning would still be there, and it wouldn't be just climbing - on less steep parts, there could be platforms sticking out from the wall, allowing you (and some creatures) to stand on them, and in steeper areas you'd just have to climb. Of course there needs to be surfaces one can't climb, like ice or some 'rough surface', and surfaces / weather effects that make climbing and overall behaving harder.

Thanks for the suggestions, everyone, I guess this game'll head somewhere after all!


Title: Re: [AGBIC] Climb = Summit
Post by: KM on July 10, 2010, 07:54:07 PM
Hempuli‽ did you need any music for the game by the way? I may have incidentally made some music based on the idea of a wall climbing game. There's a story behind this but to sum it up, my memory is just really bad. Anyway, send me a PM or something and I can show you the demo.


Title: Re: [AGBIC]Planetary cavity syndrome
Post by: Hempuli‽ on July 14, 2010, 06:41:25 AM
badoomph! No luck with that project. I couldn't really bring myself to work on it, so I decided to start working on something else entirely. So, now the game is called Planetary cavity syndrome, and it'll be about digging a planet. And something.

www.hempuli.com/planet.exe
(http://a.imageshack.us/img149/3968/planetx.png)
(I have to add more layers, currently it's a bit too tight)


Title: Re: [AGBIC]Planetary cavity syndrome
Post by: Jonathan Whiting on July 14, 2010, 08:01:11 AM
Aww, that's a real shame.  Even if it does give further evidence to my opinion that "you can't make a game about climbing" I'm still disappointed to know it.

New game looks like it has some interesting potential though :)  I'm sure you're aware, but the colours are iiiick!


Title: Re: [AGBIC]Planetary cavity syndrome
Post by: Hempuli‽ on July 14, 2010, 09:54:10 AM
www.hempuli.com/planet.exe

Updated with bigger planet and possibility to create walls.
I'm not totally sure to which direction I want to take this - My first idea was to make a lemmings-stylish RTS/rescource management game where you dug into the planet, defended against monsters and collected rescources. However, there'd also be the interesting possibility of a roguelike-like. The level would be a bit small for that, though, but I think the different view to the level might make it interesting. There's one thing that I'm absolutely sure of: there'll be no arrow key movement, unless I find a way to rotate the whole thing. It's very confusing to try to remember the 'swapped' controls on the other side of the planet. However, with some pathfinding, I could make a rather nice mouse-based thing. Hmm. All suggestions would be welcome(d?)!

(http://a.imageshack.us/img202/7206/dootc.png)


Title: Re: [AGBIC]Planetary cavity syndrome
Post by: Pineapple on July 14, 2010, 10:03:48 AM
What's wrong with rotating the level? That's the solution I would be shooting for.


Title: Re: [AGBIC]Planetary cavity syndrome
Post by: JaJitsu on July 14, 2010, 11:42:13 AM
Love your games Hempuli, this one is looking great too.


Title: Re: [AGBIC]Planetary cavity syndrome
Post by: Hempuli‽ on July 14, 2010, 11:52:07 AM
the thing wrong with rotating the level is that it's not supported in this case :-[ . I'd happily implement it otherwise.


Title: Re: [AGBIC]Planetary cavity syndrome
Post by: J. R. Hill on July 14, 2010, 05:22:44 PM
Aww, that's a real shame.  Even if it does give further evidence to my opinion that "you can't make a game about climbing" I'm still disappointed to know it.
But Mountain Climbers...


Title: Re: [AGBIC]Planetary cavity syndrome
Post by: Hempuli‽ on July 15, 2010, 06:09:05 AM
OK, I actually found a way to do the rotation. Now I should just think what I want to do with this.


Title: Re: [AGBIC]Planetary cavity syndrome
Post by: Inanimate on July 15, 2010, 07:36:40 AM
Rogue-like with RTS elements. Defend a generated planet against generated waves of foes, with a variety of tools (building tool, destruction tool, offense tool, exploration tool?). Mix the best parts of both of your ideas!


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: Pineapple on July 15, 2010, 09:13:04 AM
Try some stuff like the winner LD17 entry Gia-something. I think those general concepts could fit well in your game.


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: Hempuli‽ on July 15, 2010, 11:29:49 AM
OK, I'll take that spherical view away temporarily, it's really confusing to design the level with it. I'll incorporate it to the final product, though!

So, I guess the game will be like a bare-bones version of Dwarf Fortress meets lemmings - you collect rescources and fight underground beasts in a mouse-driven interface-thing.


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: Hempuli‽ on July 16, 2010, 03:34:39 AM
Ohh-kay. I've made a really simple pathfinding thing to test the movements of the characters. There were some weird problems assigning the ID's, but those should be gone now. I fear that the game requires .NET framework to run. :(

(http://img130.imageshack.us/img130/7627/shoopwoop.png)

www.hempuli.com/path.exe

It should be able to support some 50+ units.


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: Hempuli‽ on July 16, 2010, 12:13:46 PM
Apparently it DOESN'T require the .NET framework. Eh. Good.

Anyway, today I implemented hauling. The blue guys now carry boxes around into nice piles on their own. You can also command the red ones to haul if you want. The haulers always want to return to their 'base', so they wont stay in place if you command them about. I think I'll make an on/off switch that can decide if the character does hauling. Also it might be cool to have a specific 'hauler' -class. Slaves? :D

www.hempuli.com/path.exe

(http://img138.imageshack.us/img138/6569/haul.png)


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: Hempuli‽ on July 17, 2010, 06:42:18 AM
(http://img340.imageshack.us/img340/5097/landz.png)

the game now creates nice landscapes! Next I have to do some construction/rescource stuff to see if the hauling breaks the whole thing. Also I have to add underground caves. It may be that I have to remove the hauling altogether and instead use just some sort of rescource counters, because there can be (and probably will be) annoying bugs related to getting the resources to the building sites. We'll see. I'm quite happy with the project this far :>


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: J. R. Hill on July 17, 2010, 07:14:31 AM
Just a thought, but could you do a similar pixel-noise filter on the background too?  I think that would be awesome.


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: Hempuli‽ on July 17, 2010, 07:16:03 AM
Excellent idea. Thanks! :)


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: Hempuli‽ on July 17, 2010, 07:38:16 AM
(http://img33.imageshack.us/img33/4769/anygood.png)

Any good?


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: J. R. Hill on July 17, 2010, 07:42:14 AM
Awesome!

Losing some contrast between background and foreground near the bottom though, maybe you should scale it to a light desaturated purple instead of gray?

Not that the aesthetics are as important as the gameplay though haha.


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: Mr.A on July 17, 2010, 10:01:25 AM
Looks pretty cool Hempuli! Go for it!


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: Hempuli‽ on July 17, 2010, 02:45:26 PM
(http://img717.imageshack.us/img717/9935/digig.png)

Progressing nicely! The colourful blocks are designations for what should be digged. The colours represent different blocks - green is a tile that needs a ladder after digging, red needs a ladder too, unless the corridor it is in is only one tile in height. The blue one (and yellow, which can't be seen here) is just normal wall to be digged. I colour-coded them because I want to ensure that the astronauts wont trap themselves too easily while digging. Kudos for HangedMan and Fartron for the suggestions on how to plan it out.

There's something rather annoying going on with the slope tiles which I have to figure out - if you command an unit somewhere, it may occasionally get stuck to the slopes, which is a result of the tricky stuff related to the shape of the slopes (they're basically half-tiles, and because the pathfinder is strictly tilebased... so yeah).

I should also test some buildings, to see if the astronauts (the brown ones are 'slaves', they are only for carrying stuff) can manage to prioritize it out and get all the necessary rescources from the stockpile.

There's lots of stuff to do, but it's coming up really well! :)


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: Davioware on July 17, 2010, 02:49:55 PM
Quote
the brown ones are 'slaves'

just might want to rethink that :P im sure its unintentional, lookin good so far, sucks to see you abandoned climb tho :(


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: Hempuli‽ on July 17, 2010, 02:56:49 PM
Quote
the brown ones are 'slaves'

just might want to rethink that :P im sure its unintentional, lookin good so far, sucks to see you abandoned climb tho :(

Well yeah, I thought of them more as being on the rusty side.
I hope we get some good climbing games out of this compo. I guess I'll eventually try the climbing game idea again with better ideas.


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: Inanimate on July 18, 2010, 04:29:12 PM
This is looking really interesting!


Title: Re: [AGBIC] Planetary cavity syndrome
Post by: astrofra on July 18, 2010, 09:37:08 PM
(http://img717.imageshack.us/img717/9935/digig.png)

I love the direction this project is taking, the color you choose, the visual simplicity ...


Title: Re: [CANCELED][AGBIC] Planetary cavity syndrome
Post by: miconazole on July 29, 2010, 07:08:27 AM
Cancelled? :(


Title: Re: [CANCELED][AGBIC] Planetary cavity syndrome
Post by: Inanimate on July 29, 2010, 02:14:44 PM
 :'(


Title: Re: [CANCELED][AGBIC] Planetary cavity syndrome
Post by: KM on July 30, 2010, 05:10:47 AM
Just like my favorite TV shows. Is nothing sacred? :(


Title: Re: [CANCELED][AGBIC] Planetary cavity syndrome
Post by: feeblethemighty on July 30, 2010, 07:30:41 AM
Would you finish one (or all) of these games if i said please?   :beg: