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TIGSource ForumsCommunityJams & EventsCompetitionsVersus (Moderator: Melly)JetPackShootyMen [FINISHED]
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Author Topic: JetPackShootyMen [FINISHED]  (Read 5017 times)
man of doom
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« on: January 17, 2011, 12:10:23 PM »

This time I shall finish what I have begun!

2 dudes or maybe 4 dudes in an arena. With Jetpacks. And Guns.
One button Per Player- shoot and fly or drop and dodge?

Physics!?

Something will happen!

(Ultra low ambition due to the desire to actually finish a compo game for once)
« Last Edit: February 27, 2011, 02:42:14 PM by man of doom » Logged

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« Reply #1 on: January 17, 2011, 02:14:08 PM »

That sounds awesomely hectic.
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« Reply #2 on: January 17, 2011, 02:18:47 PM »

I fully endorse shooty men who use jetpacks.
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man of doom
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« Reply #3 on: January 18, 2011, 01:14:29 AM »

Okay so this is the idea I had in mind when I first thought it up in that moment of inspiration.


2 dudes shooting each other from opposite ends of the arena, trying to dodge with their jetpacks.

However I did a quick test version this morning and it doesn't seem very fun, here is what I was thinking about between coming up with the idea and making that demo.


This is a more complex but probably more fun version. 4 guys in zero G. Use jetpacks to fly 'upwards', when not jetting the characters spin around, to be reangled and fly off somewhere else. Not sure whether to shoot while jetting (for lots of flanking attacks) or to do it whilst spinning around (which would make jetting just for evasion). As you can see I drew it with shooting whilst spinning.

The blue stuff is electricity. Touch it and die. Initially it was to keep the players from flying too high, but now I think it should another way for players to kill each other.

Physics ideas-
Shooting causes knockback, making all your flying around slightly wonky.
Getting shot adds motion in the appropriate direction, making it possible to shoot players into other things.
Players bounce off of walls and each other.
After taking more damage you recieve more force when shot? (kinda like Smash Bros)
Perhaps bullets will bounce off of walls once too (depends on balancing/performance issues)

If by some miracle I get this done rather swiftly, I'll see if I can work out online functionality. But the focus for me is a 4 players 1 keyboard type scenario.

Now to commence creation of new game!
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« Reply #4 on: January 18, 2011, 07:45:57 AM »

haha, that idea looks like great fun.
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« Reply #5 on: January 18, 2011, 08:01:08 AM »

You ABSOLUTELY need to keep this graphical style!
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« Reply #6 on: January 18, 2011, 05:01:05 PM »

Bullets bouncing off walls I don't like. Everything else, I like VERY MUCH.

Also, seconding the need to keep the style. It's very endearing!
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man of doom
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« Reply #7 on: January 21, 2011, 11:25:04 AM »

UPDATING FOR THE SAKE OF IT

I have done a bunch of things, such as making those mockups into an actual mostly working engine so it's going quite well.

As was strongly requested the graphical style is basically intact. I'm liking it this way too.

The men wiggle their arms and legs when they zoom around. If I can get the combat working and find somebody to sit next to me and test it (my wife perhaps) I shall discover how fun the concept is!
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« Reply #8 on: January 21, 2011, 02:10:42 PM »

Haha! Looks awesome!
also, did the guys on the screenshot uhm... the brown thingies.... ahem... did they shit the floor?
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man of doom
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« Reply #9 on: January 23, 2011, 08:12:29 AM »

Hehe, no that's supposed to be jet trails. I have improved these somewhat now so they don't look like skid marks.

Also, I've implemented much of the basic gameplay now, and can put out the current build.
http://www.box.net/shared/yt52ja9r1h
RED PLAYER is controlled with Z.
BLUE PLAYER is controlled with M.
F4 for fullscreen (recommended)
Esc to exit.

Still plenty of cool stuff to add, but after a bit of playtesting with my wife I'm now certain the concept is solid, so shall be working hard to boost it up.
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« Reply #10 on: February 05, 2011, 09:35:56 AM »

Hi guys!
I just made an amaaaazing title screen.



I'm basically posting this because I've started a job and have done almost no real work on the game since my last update.

EDIT: 10 minutes later I've added in functionality for 2 more players, and the game seems to be approaching completion. Fun times!
« Last Edit: February 05, 2011, 09:48:32 AM by man of doom » Logged

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« Reply #11 on: February 05, 2011, 04:33:23 PM »

Okay so here's the latest build, which is now mostly a working game for up to 4 players.
Note that not everybody has their health visible, and there's no sound.
Z,V,M and Enter control the Jet Pack Shooty Men.
Esc exits when you've had enough (if any).

http://www.box.net/shared/5o2aqnrk8j
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man of doom
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« Reply #12 on: February 27, 2011, 02:41:57 PM »

Oh yeah I finished working on this. Not quite got everything I had hoped for, but I've been damn busy lately.

Still, it's a brief party game for up to 4 players! And it has shooty men with jetpacks!

http://www.box.net/shared/6y4oznxtkn
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« Reply #13 on: March 19, 2011, 02:18:52 AM »

Increpare, Terry Cavanagh, Sophie H and I tried this game for a while.

Initially we feared it was just a joke, and would be a waste of time. Turned out to be one of the better games, or at least one we came away from having all had fun. The simple controls and accessibility helped this game a great deal, and we'd love to see more depth from this.  Rotation seemed random at times. 
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« Reply #14 on: March 19, 2011, 09:11:03 AM »

This was actually one of my favorites. It's simple, and easy to understand, which makes for a great party game. It would be neat to see some different level designs, to emphasize the dodge and cover shootout feel, but really, I don't think it's necessary.

Um, if you ever want to do a graphics overhaul, I'd love to help with that
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man of doom
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« Reply #15 on: March 21, 2011, 01:07:52 PM »

Thanks guys, it means a lot. Glad you enjoyed it. I was planning on doing more with this but life kind of got in the way, and I kept it down to the bare minimum in order to ensure I finished it. I'm sure I'll come back to the idea and release a more fleshed out and varied realisation.

Also rotation switches direction every time you hit a wall. I think.

Thanks again!
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