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TIGSource ForumsCommunityDevLogsHellas - greek vase game v25
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Author Topic: Hellas - greek vase game v25  (Read 107749 times)
Ninja Dodo
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« on: September 02, 2011, 01:33:59 AM »

I've started developing this idea I've been kicking around for a while: playing through Greek mythology on a black-figure vase. There's a heavy platform element to it, and combat, so for now that's what I'm focusing on building...

This is what I've got so far:

Version 25



Download: http://www.ninjadodo.net/temp/hellas/hellas_v25_win.zip (Windows)

Video:



Website: http://www.ninjadodo.net/hellas/

twitter: @greekvasegame

IndieDB: http://www.indiedb.com/games/hellas

Code:
UPDATE:

v25

- added dialogue system 1st pass

- modular menus, built from any arrangement of options

- added more test lvls to menu

- procgen: allow random start position

- lion: spiral over head when stunned

- lion: crashes into ground if stunned in air, hurt on land

- boar: separate idle and alert stand sprites

- AI fleeing behaviour: boar flees from lion

- skel: no longer blocks sword attacks

- object throw distance tuning (spears, stones & vases)

- increased min jump height if button let go early

- added 16:9 support, auto aspect ratio

- revised player collision

- reorganized sprite depth into layers

- climb on pass platforms [WIP]

- fixed: enemies not walking on moving platforms

- fixed: enemies getting stuck at lvl edge

- fixed: climb walk from pass platform not showing climb sprite

- fixed: spears colliding before wall, instead of at wall

- fixed: incorrect impact v on death for plyr & npcs

- fixed: sheep having too much air resistance

- various clean up


v24

- procedural lvls 1st pass (layout, items, temp art)

- reworking slope collision (WIP)

- DOWN + JUMP to drop from pass platforms

- jump only once when JUMP held down

- player no longer does falling dmg [too confusing]

- start without shield, pick up in lion cave (or later)

- lion invulnerable to piercing weapons

- lion improved jumping over gaps while chasing

- lion jumps or drops down from tiny platforms

- fixed: lion never jumping up (only down) on patrol

- increased heavy walk speed

- tweaks to heavy throw speed in air and moving

- skeletons (visibly) anticipate jump from stand

- skeletons take friendly fire from spears

- players + skeletons drop spear when bashed without block

- skeleton alerted by nearby attacks

- fixed: skeleton skipping reaction time if player lands right in front

- stone blocks have hitpoints, break on 3x hard impact

- decreased height needed to break fragile rocks

- screen shake for stone breaking on heavy enemy

- improved stone break particle fx

- GRAB-power god hand grabs empty air when no target under cursor

- if BLOCK held during climb, hero goes back to block after climb

- gamepad: L1/R1 disabled [feels better with block & power on Triggers only]

- VS: re-arranged HUD, sacrifices top right, score top center

- revised dmg source detection, fixed sheep not always detecting correctly

- fixed: broken player transition on throw before landing

- fixed: wine sacrifices not respawning in VS

- ported legacy audio code to Studio system

- misc tweaks


v23.1

- temp fix for getting stuck in top of stairs bug

- fixed: skeletons magically producing new spear after dropping one


v23

- toggle weapon equip with cancel button (ALT/gamepad Y)

- hero can pick up and throw heavy objects (stones, etc) when unarmed (CTRL/gamepad X)

- moving platforms v2: new and improved [will need this later]

- fragile breakable rocks, destroyed on hard impact [not in demo]

- improved hit feedback: player sprite flashes when hurt

- increased minimum height for smash attack

- dmg rebalance: stone 2x dmg, smash attack 2, spear 2

- hp rebalance: skeleton 2, lion 4, boar 2

- shield block doesn't stop heavy projectiles but reduces damage

- skeleton: turns to face if pushed from behind

- skeleton: can attack from crouch/block

- lion: improved chase AI

- VS: simplified loot, player only drops helmet (counted as score + 1 health)

- sheep and vases can now stand on pass platforms

- sheep do impact dmg

- vases no longer picked up on touch

- breaking wine vase counts as sacrifice + does impact dmg

- added vase fragment and wine spray particles on breaking

- ZAP creates dirt particles + tweaks to ZAP smoke

- dust clouds dispersed by attacks [not BLIND clouds]

- lowered VS respawn delay, hold DOWN to respawn immediately

- improved attack bounce against walls and shields

- changed stone block depth to be in front of player

- added / toggle for dmg object visibility [for debugging]

- added pause (press P)

- sfx: replaced thunder sound

- ART: added spear air throw sprite

- fixed: player hp not showing in VS [broken in v22]

- fixed: prevent falling through pass platform when overlapping with other passable object

- fixed: stone block sometimes ice-skating on floor when thrown

- ported gamepad code from legacy to Studio (allowing 4x input)

- gamepad remapped: L1/LT to block, R1/RT to use powers

- tweaks to dmg placement

- misc cleanup



v22

- added Nemean lion [not in demo]

- skeletons have 2x hitpoints

- bone particles on skeleton hit

- VS: player drops helmet on death, pick up to claim point

- VS: player also drops +1 health shield, no longer automatically added

- added scrolling vase selection menu

- revised gamepad controls: D-pad power select, L/R-Trigger power use, L1/R1 block

- characters react more accurately to dmg direction on death

- improved skeleton blocking

- skeletons hold throw pose after spear throw

- skeletons better at attacking moving player (attack quicker)

- improved fall height detection

- skeletons more vulnerable to falling damage (at height of 3 blocks, 2 on stairs)

- increased stone block GRAB-range for easier pick up

- reorganized damage into types (crush, pierce, burn) [WIP]

- tweaks to ZAP flash and cam shake

- restored static player death sprite (no rotation) [more consistent]

- smoke dissipates into smaller clouds on fade

- extended automated top/bottom border tiling to VS

- fixed: ZAP lightning flash showing double on top screen in VS

- ported to GM Studio

- misc clean up


v21

- added wild boar [not in demo]

- different enemy types can hurt each other

- BLIND smoke interrupts GRAB (drop object)

- improved horizontal collision for AI + objects

- added screen shake on big impacts

- fudge jump when leaving edge (more generous ground collision)

- new AI patrol behaviour (moving when not alert)

- increased screen shake on ZAP/LIGHTNING

- ZAP cursor highlight indicates strike location

- decreased ZAP damage to 2, reduced cost to 3

- increased max sacrifices carried to 5

- dying player rotates in falling direction

- shield blocks movement from BOTH sides

- VS: players always start facing each other

- VS: revised right-side of level

- wine puddle on vase break

- sfx: vase breaking

- re-arranged co-op HUD layout (P1 & 2 health both bottom left)

- divine hand fingers further apart holding rock

- added outline to HUD sacrifices for visibility

- insufficient sacrifices: 0 "gods demand" text, 1+ "gods demand more..."

- revised NPC AI to be more modular (skeleton, others)

- automated top/bottom border tiling [easier to move, change patterns]

- tileset: 4 pixel buffer between tiles + clean up

- refactoring, simplified code

- fixed: getting stuck in climb anim on spear pick up

- fixed: shield break playing same sfx twice in a row

- fixed: 2nd jump from wall [player able to get higher without POWERS = bad]

- fixed: skeletons in front of player when standing on a pillar

- fixed: versus error on ZAP when one player is dead


(see changelist.txt for more)


Previous versions:

http://www.ninjadodo.net/temp/hellas/
« Last Edit: June 02, 2019, 10:59:33 PM by Ninja Dodo » Logged

keoni29
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« Reply #1 on: September 04, 2011, 12:11:14 PM »

Can you make it look like this game takes place on a real vase instead of a monitor? That would last 4 ever! The vase spins when you advance Smiley
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AaronG
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« Reply #2 on: September 04, 2011, 01:04:52 PM »

Can you make it look like this game takes place on a real vase instead of a monitor? That would last 4 ever! The vase spins when you advance Smiley

Seconded.  That would be awesome.
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JackMenhorn
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« Reply #3 on: September 04, 2011, 04:53:15 PM »

I had this idea recently as well.  Can't wait to see more.  LMK if you need audio help.
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oyog
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« Reply #4 on: September 04, 2011, 06:50:07 PM »

The platforming feels plenty smooth.  I did notice that by holding left or right and tapping the opposite direction you can moonwalk.  I thought I had gotten him to stand in the air next to a block while jumping around but couldn't reproduce it by my skills so that could have been a fluke.

I find your strategic sword positioning amusing, all things considered.  Grin
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Ninja Dodo
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« Reply #5 on: September 04, 2011, 11:55:59 PM »

@keoni29: Once I put in scrolling ideally I'd like to have it loop seamlessly so it really is like you're walking on the surface of a vase.

If you mean actually project the game as a texture onto a vase model... Not sure how I could get that to work (using Game Maker), so this *probably* won't happen (at least for now)...

@KomradeJack: Thanks for the offer. Maybe I'll take you up on that.

@oyog: re moonwalking... Yeah, that breaks it. I managed to make it so that if you press two buttons it goes for the last one pressed, but if you hold both and then let go of the last one it gets confused. I know how to fix this IN THEORY but I have yet to get it to work.

I'm not entirely happy with the collision yet. That could be causing the glitch.

Sword placement: perhaps appropriate, yes... art is *very* work-in-progress though so I will probably adjust this. Tongue
« Last Edit: September 05, 2011, 12:46:56 AM by Ninja Dodo » Logged

Ninja Dodo
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« Reply #6 on: September 21, 2011, 03:07:58 PM »

I put a video up on YouTube with some stuff I'm working on for the next version:



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Mikademus
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« Reply #7 on: September 21, 2011, 03:12:12 PM »

I love you.
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Ninja Dodo
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« Reply #8 on: September 22, 2011, 02:32:23 PM »

Glad you approve. Smiley

There will be more progress (and a new downloadable version) soon.
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Mikademus
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« Reply #9 on: September 22, 2011, 02:35:58 PM »

I just happened to write a massive treatise on Greek medical philosophy for a masters course a few years back where I used pottery and vase imagery extensively, so yeah, I love you Smiley

Now, where is my executable damnit?
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Ninja Dodo
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« Reply #10 on: September 29, 2011, 04:07:40 AM »

Version 2

http://www.ninjadodo.net/temp/hellas/hellas_v02.zip

I've added some more things since the last video, so while you can now throw the player, rocks and other physical objects I may add to the game, the player can now also climb onto otherwise unreachable edges on their own... and I've added a running attack.

By the way (@Mikademus), if you know any good reference sites (or books) let me know. I've got "Complete World of Greek Mythology" for story reference and some other books for the nice pictures, but more is always welcome.
« Last Edit: September 29, 2011, 07:34:56 AM by Ninja Dodo » Logged

Geeze
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« Reply #11 on: September 29, 2011, 10:34:07 AM »

Goddammit skomakarn why can't you talk english? (or include a translation.) :D

@Ninja Dodo,
Here's some interesting stuff on surface deformations gmc.yoyogames.com/index.php?showtopic=422393
And I can help with that vase effect IF needed.
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Ninja Dodo
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« Reply #12 on: September 30, 2011, 10:32:31 AM »

@Geeze: Ooh, that could be very interesting. Thank you much.

@Skomakar'n: I have the Greek alphabet next to my monitor! Grin Though, I couldn't claim to understand the language. I had some Greek in school but it didn't stick, except for the stories. But yeah, making a game is always a good excuse to learn things.

I'm not a huge fan of Disney's Hercules - though I am a huge fan of Disney - but there are some clever bits to it (especially in the graphic design), so I've certainly looked at it. I wouldn't say it was a direct inspiration, though it may have been in the back of my mind when I came up with the idea. It does have a vase sequence which is pretty nicely done. There's also a really short bit in The Twelve Tasks of Asterix where they do an animated black & white rundown of the twelve labours of Herakles, which is reminiscent of the style... but mainly I'm going for the actual vases and classical art in general for visual inspiration. And Harryhausen. Harryhausen kicks ass.
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Ninja Dodo
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« Reply #13 on: October 03, 2011, 03:42:12 AM »

Oh man, I just discovered the best site ever for reference: lots of images and info, and it even has all the names in Greek for every monster, god and hero... plus original texts translated into English. Nice. Smiley

Here's a new screenshot of some experimenting with the tileset:



Currently working on stairs and walking up and down slopes correctly. Works kinda sorta but not quite really, so the next update will be not just yet.
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Ultima Ratio Regum
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« Reply #14 on: October 03, 2011, 02:47:45 PM »

The graphical style on this looks wonderful. I always like games that take existing mythologies and play with them  - and this looks to an aspect of Greek myth/culture that generally hasn't been touched before. Starting off with a mythology people know something about (even if just the visual aspect) is always, I think, going to be a bigger draw than starting your own mythologies. Not to hijack, but I actually wrote about something similar recently - I'd be interested to know what you think. Anyway, do you have particular mythological aspects you're interested in playing with? This is one I'll definitely be watching  Smiley
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Ninja Dodo
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« Reply #15 on: October 04, 2011, 03:36:35 PM »

Mainly the relationship between gods and heroes, and how everything revolves around sacrifice.

Also I think it would be fun to explore the inherent absurdity of the Greek pantheon and their various shenanigans. I'm still figuring out how to involve the gods *exactly*, but I have some ideas which I'm looking forward to testing...

Quote from: Ultima Ratio Regum
Starting off with a mythology people know something about (even if just the visual aspect) is always, I think, going to be a bigger draw than starting your own mythologies.

I think both can work, but only if they're still grounded in things we can recognize. The problem with most fantasy worlds is that they just don't seem like a place any actual human beings (or other beings) would live.
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InkBlotBunny
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« Reply #16 on: October 04, 2011, 04:34:31 PM »

Looks pretty awesome! I've always been a big fan of the orange clay palette though. It may be a little easier on the eyes then the red/yellow?

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eigenbom
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« Reply #17 on: October 04, 2011, 05:37:04 PM »

I've always been a big fan of the orange clay palette though. It may be a little easier on the eyes then the red/yellow?

I concur!
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Ninja Dodo
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« Reply #18 on: October 05, 2011, 01:31:36 AM »

Cool mockup! I agree the saturated orange/red might be a little overpowering so I'm planning on toning that down a bit and possibly overlaying some sort of damaged pottery texture like you did above.

I may alternate from time to time between this and other colour-schemes that the Greeks used (like red-figure style, or black and white/beige) just to mix it up a bit.

I definitely want to stay true to the traditional Greek vase look as much as possible.
« Last Edit: October 05, 2011, 01:44:30 AM by Ninja Dodo » Logged

InkBlotBunny
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« Reply #19 on: October 05, 2011, 01:55:30 AM »

I'd also recommend watching Disney's Hercules if you haven't already. It uses some pretty cool styles of animation that you may find relevant and inspiring.  Wink



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