Noyb
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« on: September 24, 2010, 06:29:33 AM » |
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So I was catching up on gaming news earlier this week when I came across this article. Not only is there an official Guinness World Record for most number of times the word f uck is said in a videogame, but the record-holding game doesn't even have a four-digit f uck count. I thought... I could do better. We could do better. Gratuitous Profanity is a simple shmup, except all of the sound effects are replaced with f uck. You get a point every time you hear f uck. So sometimes it's worthwhile to leave enemies alive, since killing them cuts short their stream of valuable, valuable profanity. Here's where you come in. I need f ucks. Long f ucks and short f uck, deep f ucks and high f ucks, resonant f ucks, and nasally f ucks. I need them all. Record yourself uttering this profound interjection now, and either link to it in this thread or email me (realnoyb ART gmail DART com) and I will find a place for it. I'd add a picture here, but it's still looking rather crude at the moment. More to come as I flesh out the enemy designs. * * * 9/9/2012 - Playable protoype posted.
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« Last Edit: September 09, 2012, 12:17:51 PM by Noyb »
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Dom2D
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« Reply #1 on: September 24, 2010, 08:26:00 AM » |
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Can we submit art assets too? When a ship explodes you could see a variety of BOOMs and BANGs replaced by FUCKs and FUCKING FUCKs.
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Noyb
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« Reply #2 on: September 25, 2010, 08:56:16 AM » |
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Any art you can make will undoubtedly be better than my pitiful placeholder sprites!  The game currently looks like this...  Are those planes or broken anchors? Is that a butterfly or a worm absorbed in a good book? Anyway, my first instinct was to leave the profanity solely as audio to emphasize just how unnecessary it is. Visible f ucks would help to show the connection between them and scoring. An explosion of f ucks sounds like a very satisfying effect. So, enemies... Enemies make a single unique f uck when spawning, firing, and dying. You die when you touch an enemy or one of its bullets. While you're dying and respawning, you hear a single, loud f uck that drowns out all other ambient f ucks, giving you one point while preventing you from gaining points from enemy behaviors for a short time. I'm still deciding whether to go for a preset number of waves leading to a boss, or an infinite score attack with procedurally generated waves. Enemy concepts below. First three enemies are roughly implemented. Fucking butterfly: Flies in a sine wave. Fastest craft. No guns. Fucking ship: Flies down in a straight vertical line without stopping. Fires a few shots directly down before leaving. Fucking camper: Flies down and starts hovering in the upper half. Fires a few triplets (three bullets in quick succession in a row or spreading) before moving down again. Fucking armored butterfly: Like the butterfly, but slower. Invincible, but shooting it still emits a f uck. Fucking invader: Space Invader movement. Emits a f uck every discrete step it moves. Occasionally fires down.
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agj
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« Reply #3 on: September 28, 2010, 12:24:24 PM » |
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I'll record some clips tonight and send them your way. Tonight, because otherwise I'll get too much environment noise. Posting this just because I've wanted to do this but have been lazy, so I want to commit to it!
edit: Sent via PM!
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« Last Edit: September 29, 2010, 01:08:44 AM by agj »
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Dozer
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« Reply #4 on: September 29, 2010, 11:27:20 AM » |
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Holy Fuck! I like the premise behind this game 
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jethrolarson
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« Reply #5 on: September 29, 2010, 11:39:56 AM » |
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I think you could also throw in some shits, cunts, and asses; and still make the record. Maybe make the main guns go "shit-shit-shit-shit". Some kind of Ass laser. And of course there's F-bombs, right?
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KM
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« Reply #6 on: September 29, 2010, 11:51:57 AM » |
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This is a great fucking idea... aw shit. Forgot the censor...
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Rumrusher
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« Reply #7 on: September 30, 2010, 02:20:39 AM » |
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George Carlin as the final boss as he shoots out the 7 deadliest incantations of all time, you have to battle him by firing the correct curses back at him.
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Player 3
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« Reply #8 on: October 02, 2010, 11:10:28 AM » |
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This sorta reminds me of that raging TF2 twerp. An F-bomb count over 200. Couldn't even finish reading the intro post before bursting out laughing. 
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LazyWaffle
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« Reply #9 on: October 02, 2010, 12:26:37 PM » |
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I'm guessing the game over sound effect will be "FFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCCCCCCCCCCCCKKKKKK" screamed incredibly loudly?
Also, the music could sample a fuck sound effect. I'd be willing to make the music if you want.
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PANPOMMA
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« Reply #10 on: October 03, 2010, 07:18:15 AM » |
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I like the overall idea, but your current sprites are wack, I'm no artist, but you can have these if you like (assuming someone hasn't already PM'd you some art).  I went for some calm colours on the ships, off white and browns, to give the game a serene zen-gaming feel. Then I made the fuck in neon to accent just how over the top and unecessary they are. My designs include: - The player's ship, I wanted it to look a little beefier than the enemies, since you take on hundreds of them - Two basic enemy ships which might look nice flying togethor - Three levels of butterflies, I wouldn't make any invinisble though, the last one can be blown up with effort - Some kind of spinning blade things - A ship to replace the anchor thing - And two easy bosses/big ships, they might spawn anchor things
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LazyWaffle
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« Reply #11 on: October 04, 2010, 04:01:17 PM » |
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You still interested in this? I'm a pretty big SHMUP fan, and this idea sounds fun. If not, I'd be willing to take over the programming.
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moonmagic
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« Reply #12 on: October 04, 2010, 08:50:58 PM » |
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I like the overall idea, but your current sprites are wack, I'm no artist, but you can have these if you like (assuming someone hasn't already PM'd you some art).  I went for some calm colours on the ships, off white and browns, to give the game a serene zen-gaming feel. Then I made the fuck in neon to accent just how over the top and unecessary they are. My designs include: - The player's ship, I wanted it to look a little beefier than the enemies, since you take on hundreds of them - Two basic enemy ships which might look nice flying togethor - Three levels of butterflies, I wouldn't make any invinisble though, the last one can be blown up with effort - Some kind of spinning blade things - A ship to replace the anchor thing - And two easy bosses/big ships, they might spawn anchor things I love your colors and the things you make. Re: game, I enjoy very much the idea of playing something with really calm music and calm graphics and an avalanche of profanity.
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Noyb
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« Reply #13 on: October 05, 2010, 07:47:03 AM » |
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Yes, yes, I'm still alive and still psyched about this game. @agj - This is perfect and amazing and pretty much exactly what I was looking for. Especially the musicality. It's like the output of an alternate universe sfxr. Thank you!  @PANPOMMA - You rock. Totally using these if you're still game. How do you want to be credited? @lazywaffle - I have a feeling that a f uck-filled background track might be distracting, although such a song would be great for a title/credits screen. My current plan for in-game music is to synch enemy actions that make sounds to a beat, procedurally generating a chorus of f ucks as the game progresses. I'll need to see if that sounds too flat after rolling a more robust wave-spawning system. I wouldn't mind collaborating with someone with more shmup experience. (Confession: I never fully beat any levels of Clean Asia, and only made it to the third levels of R-Type 1 and Ikaruga.) Oh, and just because I feel it needs to be said, since I'm using a bunch of other people's assets, I'm not planning on putting this up for sponsorship.
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PANPOMMA
Level 1
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« Reply #14 on: October 05, 2010, 10:39:29 AM » |
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Firstly, thank you very much moonmagic. I look forward to posting more often. Now onto business; Glad you like 'em Noyb, I'm happy for you to use them. As for credit...Just PANPOMMA will do.  Okay, spoilers people, you won't see these types of enemy ships 'til the end game.  Ships: - A mini-boss, fighter jet type - Three levels of Space Invaders - A mini-mini-boss - Two ships with faces, an imp and a skeleton I guess - Two elite versions of the most common enemy ships - Rare ships which are roughly equal to the player (fast, highly weaponised, heavily armoured) - A phallic boss I gave them more complex patterns to give players a clue as to the shift in gears towards the end of the game.
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« Last Edit: October 05, 2010, 10:46:12 AM by PANPOMMA »
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LazyWaffle
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« Reply #16 on: October 05, 2010, 03:36:34 PM » |
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Oh    , that's pretty awesome. I wonder what this game would sound like censored...
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Dozer
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« Reply #17 on: October 05, 2010, 05:15:27 PM » |
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Oh    , that's pretty awesome. I wonder what this game would sound like censored... BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOP I am psyched about this game :D
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KM
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« Reply #18 on: October 07, 2010, 12:44:38 PM » |
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This game needs a secret unlockable "censored" mode. 
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