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TIGSource ForumsCommunityDevLogsPROTEKOR - arcade action puzzle game
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Author Topic: PROTEKOR - arcade action puzzle game  (Read 6458 times)
XRA
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« on: January 08, 2011, 08:18:11 PM »





Control: Trackball, Mouse, Touchscreen
How To Play:
-Enemies drain core when touching sphere.
-Clearing enemies absorbs energy back into core.
-Connecting different-colored enemies launches seeking attack.
-Link same-colored enemies to increase attack power & energy absorbed.
-Beware of aggressive enemies that cut the link!

Game Design: XRA
Music: Dubmood
«NTFRTHM»
OG Post:
This is my first devlog here, I started working on this during vacation intending it for the Dec 2010 Experimental Gameplay Project drawing theme.  It ended up having some pretty addictive arcade qualities so I'm taking it further.  The thread will probably be a basic devlog that will eventually get mirrored by my site once it is updated, kind of a way to stay motivated and let other people become aware of the project hyped.

backoftheboxsalespitch,
Slice, link and evade with radical laser accuracy! Protect the core from swarms of holographic parasites attracted to its power!  Outlast brutal waves and channel the stolen energy back to the core! Survive to detonate!









 



more soon!
« Last Edit: October 22, 2011, 01:43:49 AM by XRA » Logged

Chris Pavia
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« Reply #1 on: January 08, 2011, 08:50:53 PM »

Looks beautiful, I want to play!
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Melly
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« Reply #2 on: January 09, 2011, 04:23:53 PM »

The description and aesthetic shown in the screenshots are both very intriguing. I would love to see more.
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« Reply #3 on: January 09, 2011, 10:36:47 PM »

I've been pretty excited for this ever since I saw the first screenshot floating around. Tell us more!

Also, Data Tragedy is a kick-ass name for a website.
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XRA
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« Reply #4 on: January 10, 2011, 01:11:30 AM »

hey thanks for the comments Smiley datatragedy is a site I've had on and off since 2001, mainly used for my creative endeavors and other random things...where is all this data we are just putting out there going to be in a hundred years, a thousand..? information artifacts.. Blink

here's a couple shots from tonight, I've been working on all the state things, title screen, attract mode, game over, score ranking entry...which is a bit messed up at the moment (on bottom)



I'm thinking about possibly letting people sign their name or draw something, maybe time limited to a couple seconds, it seems like it would be easy to retrieve and store with how the line drawing works, so I might try that later.  Right now the score entry is planned to be a pretty standard grid of letters.
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« Reply #5 on: January 10, 2011, 01:15:32 AM »

Looks very interesting, keeping an eye on this thread.
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« Reply #6 on: January 11, 2011, 12:44:40 PM »

Ooh, pretty.
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XRA
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« Reply #7 on: January 23, 2011, 01:13:54 AM »

I need to get more skilled in the art of devlogs. 
I've been working on this occasionally, but now the Versus comp is stealing some attention away.. here's some stuff I got done:

-finished the local and global high scores, part of the attract mode... the game submits highscores to a database on my site.. need to fix some of the scoreboard formatting but i'll get to that laterrrrr.

-added some worm-like caterpillar enemy, it goes after any "mines" stuck to the player's detonation line, grows an extra segment if it eats them.  Need to decide on a good way to introduce them as an escalation to things, right now they aren't much of a threat. I also need to avoid having too many of them cause their movement is costly with some excessive sine waves..

-got some excellent chiptunes for the game from an old internet friend, they really enhance the mood of things

BIGGEST TODO:
need to work on actual patterns for the spawning of enemies, right now its random positions.. I'm planning on using sin/cos to spawn in sweeps of varying frequency/amplitude around the core sphere, so hopefully you'll get things crisscrossed in waves and spirals etc which will place more emphasis on the Player picking out routes of enemies to chain while avoiding the opposite colors.

screens + maybe a video soon?
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« Reply #8 on: June 28, 2011, 08:58:50 AM »

just followed your tumblr.
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XRA
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« Reply #9 on: September 11, 2011, 03:59:04 AM »

BUMP.  I'm back on this project for a bit, still working on MOBD, but I want to finish this up, at least that is my mood at the moment.

I had left the project in a broken state, I was implementing a better wave/spawning system a few months ago but never finished that.  Tonight I got it all tidied up and stuff wooo!

Here is an old video I didn't share out, the game has changed a bit, but still pretty similar with the concept..




 
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XRA
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« Reply #10 on: October 07, 2011, 02:25:56 AM »

whats this, a new trailer??? Cool




I've been crunching on this, still technically a WIP, it will be playable at ffeaturing today (7th) in Stockholm along with other very great games!

The video was recorded using a trackball for control, once I have mouse controls working excellent it will be online...
« Last Edit: October 07, 2011, 02:34:56 AM by XRA » Logged

Ashkin
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« Reply #11 on: October 07, 2011, 02:47:34 AM »

So shiny... Addicted
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« Reply #12 on: October 07, 2011, 03:53:39 AM »

Awesome stuff in that trailer  Kiss
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Chris Pavia
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« Reply #13 on: October 07, 2011, 09:17:39 AM »

Those visuals look delicious sir. Day one purchase.
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XRA
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« Reply #14 on: October 22, 2011, 01:45:25 AM »

added attract-mode AI that plays the game like a beast  Ninja


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« Reply #15 on: October 22, 2011, 05:58:54 AM »

This game is the shit.

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Ishi
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« Reply #16 on: October 22, 2011, 05:59:48 AM »

That AI is great fun. Game looks well sexay.
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Chris Pavia
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« Reply #17 on: October 24, 2011, 12:35:41 PM »

I want to play this game SO MUCH.
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« Reply #18 on: October 24, 2011, 12:39:09 PM »

i did. heheh...
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Chris Pavia
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« Reply #19 on: October 24, 2011, 03:17:38 PM »

jelly.
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