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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsBootleg DemakesSmaze [FINISHED]
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Author Topic: Smaze [FINISHED]  (Read 38729 times)
ChrisFranklin
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« on: August 07, 2008, 07:05:43 PM »

We're done!  The download can be found here:

http://gamedrinkcode.com/dev/smaze/SmazeFinal.zip



Let us know if you have any issues!  Again, the controls are as follows:

WASD: Movement
IJKL: Shoot
SPACE:    Throw grenade.  Useful for enemies in cover!
Q: Heal.  You get more health!
U: Upper.  Your speed increases, and your damage done increases!  Unfortunately your firing rate significantly decreases.
O: Downer.  Your movement rate decreases, but your firing rate and damage done increase!
E: Perception.  Find those hidden venom flowers and civillians to help maximize your efficiency!

Beware, drug use can have negative consequences! Let us know what you think!

Original post below:

(It's a real word, dammit)

Anyways, I'm collaborating with nfreakct on a Haze demake.  We figure that so far a lot of the games being demade are loving recreations of favorite games that try to capture the essence of an amazing title on older hardware.  We wanted to do something a bit different. So instead, we're taking a mediocre game and trying to reinvent its gimmick mechanic/primary market differentiator, depending on whether you sit on the design or business side of things.  Basically, we hope to make its drug mechanics a bit more meaningful. 

If you haven't played it, the original Haze's drug mechanic was pretty weak for being such a key part of its marketing.  Basically all it did was highlight enemies (a necessity given the fact that they blend into the jungle), made you strong (largely pointless since you're rarely close to an enemy), and gave you a health boost.  The only drawback was that it was an almost limited resource (you could almost always grab more from teammates) and you would occasionally "overdose" - which just resulted in being unable to tell enemies from allies and firing uncontrollably.

So... yeah.  We're trying to think of ways to make that mechanic more than "AWESOME MODE" and have both better positive effects as well as well as graver consequences for drug use instead of "It's awesome until you start shooting your own dudes, and even that's pretty awesome."

Obligatory half-implemented concept art that's in the process of being put in-game as I type:





Updates and playable builds as they become available!
DEMO:
http://gamedrinkcode.com/dev/smaze/SmazeAlpha_v07.zip

Alpha 0.5:
http://gamedrinkcode.com/dev/smaze/SmazeAlpha2.zip
Alpha 0.1:
http://www.gamedrinkcode.com/dev/smaze/SmazeAlpha.zip

CONTROLS:

WASD: Movement.

IKJL: Shoot.

On Foot Only:

Q: Throws grenades.  People generally under use them - don't!  You have an unlimited supply, but can only throw one at a time.

1: Inject health Venom.  Heals you through the game.

2: Inject Upper Venom.  You'll go way faster, but you'll have a much slower (but more powerful) weapon.

3: Inject Downer Venom.  You'll go slower, but you'll do WAY more damage.

4: Inject Perception Venom.  You will be able to see hidden mines more clearly, find hidden Venom Plants, and more.


Note that the use of venom causes serious medical and mental side effects, and should be avoided whenever possible.
« Last Edit: September 08, 2008, 03:14:02 PM by ChrisFranklin » Logged
Mike Lee
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« Reply #1 on: August 07, 2008, 08:07:16 PM »

And yes, for the purposes of quickly mocking up a basic look we totally ripped sprites from Ikari Warriors. Rest assured those are only temporary.
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scottwashi
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« Reply #2 on: August 07, 2008, 09:00:05 PM »

Haha, I actually won a game of scrabble on that word; accidentally too.
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ChrisFranklin
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« Reply #3 on: August 16, 2008, 09:43:12 AM »

Progress continues to continue, thanks to nfreakct's pixel work!




This weekend we're crunching to implement a lot of stuff - we've finalized a lot of the design and scope of the project and have implemented all of art content so far in-game, so hopefully it's just executing the higher-level functions from here on out.  There are one or two iffy things (ammo, for instance) that we're not 100% sure about, but by and large it's coming along.  Hopefully we'll have a second update later this weekend that will show another significant leap forward.  If we're lucky, maybe even a demo.

Oh, and don't let the teeny screens fool you; we're essentially running at 320x240 rendered at 640x480.  So it's plenty big and playable.
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Melly
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« Reply #4 on: August 16, 2008, 11:26:23 AM »

Looks awesome.

What's with the "BOOSH! BOOSH! BOOSH! BOOSH!" at the bottom? :D
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ChrisFranklin
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« Reply #5 on: August 16, 2008, 12:21:00 PM »





This should explain things!
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Melly
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« Reply #6 on: August 16, 2008, 02:31:58 PM »

I heard the dialogue in that game was laughable, even when not spoken by the drug-addict fratboy soldier force.
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ChrisFranklin
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« Reply #7 on: August 17, 2008, 08:34:49 PM »

We've decided to release an alpha!  Here's the link:

http://www.gamedrinkcode.com/dev/smaze/SmazeAlpha.zip




It's crazy short (probably about 30 seconds, depending on how hardcore you are about speed running it) but it shows a variety of the features we're trying to support.  There are enemies, destructable items, radios, grenades, gunfire, etc.  It's nowhere near complete, but should give you an idea of what we're aiming for.

Note that aside from being able to heal yourself (a moot power since you can't really die) there are no other drug powers or side effects.  Those are scheduled to be implemented this week, so don't be too harsh on their absence.

Controls:

WASD: Movement
IJKL: Shooting
Q: Grenade
1: Heal
2-4: Suck up Venom/Nectar.  Does nothing; saved for use for future drug powers.
Mouse/clicking: Used to click the "Press Start!" button on the title screen.  This'll be switched to keyboard input in the final version, but this was quicker to implement.

Known issues:

1.  Grenades land on a layer above enemies.  This'll be fixed tomorrow.
2.  You can't die.  Yeah, we know.  This will be in the final game.
3.  If you run past enemies, they don't die/shut off.  This is annoying, since you can hear them shooting below you but are powerless to shut them up.  This too will be corrected.
4.  Along similar lines, you can't move down/are able to move downwards offscreen.  This will also be fixed.
5.  If you're holding up-left and you run into, say, a barrel or crate above you, you'll keep moving only left even after the barrel is out of your way.  We intend to fix this, but this happens because Torque's collision system sort of sucks.  So we'll see.
6.  No corpses of baddies.  This will also be fixed shortly.

However, if you see anything else (or have questions or comments), be sure to let us know!
« Last Edit: August 17, 2008, 08:50:54 PM by ChrisFranklin » Logged
Will Vale
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« Reply #8 on: August 17, 2008, 08:58:42 PM »

This looks great. I'm especially interested to see how it turns out since I recently played through Haze and thought it could be amazing if it delivered on all of its promise.

[Digression: The original isn't a bad game, and some of it is quite affecting (e.g. the bits before and after you join the resistance) but it suffers from not going far enough. Like the frat boy dialogue mentioned before is annoying, but makes sense in the context of the story - whereas the corny resistance dialogue doesn't make sense since you're supposed to sympathise with them. It would have been really cool if the resistance dialogue got a lot more real (low key, pained, less bombastic) after you get weaned off Nectar...]

Anyway, good luck - BOOSH etc!
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Gainsworthy
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« Reply #9 on: August 18, 2008, 02:54:05 AM »

Sweet. Dig the 4-way shot style. And the sprites are very cute.
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Mike Lee
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« Reply #10 on: August 18, 2008, 07:53:28 PM »

This looks great. I'm especially interested to see how it turns out since I recently played through Haze and thought it could be amazing if it delivered on all of its promise.

[Digression: The original isn't a bad game, and some of it is quite affecting (e.g. the bits before and after you join the resistance) but it suffers from not going far enough. Like the frat boy dialogue mentioned before is annoying, but makes sense in the context of the story - whereas the corny resistance dialogue doesn't make sense since you're supposed to sympathise with them. It would have been really cool if the resistance dialogue got a lot more real (low key, pained, less bombastic) after you get weaned off Nectar...]

Anyway, good luck - BOOSH etc!

Yeah, part of the reason why we wanted to demake Smaze is that it's ultimately a mediocre, forgettable game that could have been a lot more with a little more polish and thought. It's doubly disappointing when the devs at Free Radical was responsible for the terrific TimeSplitters series.
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jeb
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« Reply #11 on: August 18, 2008, 08:01:07 PM »

I wasn't able to solve the "Press Start" puzzle in the alpha version Sad
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ChrisFranklin
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« Reply #12 on: August 18, 2008, 08:02:18 PM »

I wasn't able to solve the "Press Start" puzzle in the alpha version Sad

Yeah, you have to click it with the mouse to start the damned thing up.

I'll fix that right now.
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jeb
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« Reply #13 on: August 18, 2008, 08:07:48 PM »

Ah, got it started now! Very promising! Just some feedback on bullet hits and you've got the core to make hundreds of levels Smiley
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Mike Lee
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« Reply #14 on: August 19, 2008, 08:03:45 PM »





Another update on the game. Now with dead bodies littering the landscape and more tiles than just boring dirt.
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Dugan
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« Reply #15 on: August 20, 2008, 12:04:46 AM »

that looks fantastic!  Grin
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Melly
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« Reply #16 on: August 20, 2008, 12:40:04 AM »

that looks fantastic!  Grin
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Mike Lee
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« Reply #17 on: August 20, 2008, 10:13:25 PM »

Some more good progress made today by Campster and me. We're working toward an updated demo tomorrow that should give everyone a more substantial look into the game.

In the meantime, enjoy this building.

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ChrisFranklin
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« Reply #18 on: August 21, 2008, 09:09:09 PM »

New demo!

http://gamedrinkcode.com/dev/smaze/SmazeAlpha2.zip

Obligatory screenshots:






It's a bit longer, but it's packed with way more polish. 

Added features:

- Enemy hit feedback in an awesomely River City Ransom style
- Enemy corpses
- Buried mines in the level!
- Grenades can no longer be spammed
- Amazingly Awesome Custom Music (tm)
- A new menu
- Enemies you run past and don't kill will now shut off, instead of firing idiotically downwards for the rest of the level making you annoyed and sad, like looking at a kitten that can't figure out that the laser pointer isn't really there.
- Improved player movement (You no longer entirely stop going in a direction when you bump into things)
- When you run out of health, the level restarts instead of letting you continue on like someone out of Tuck Everlasting
- The positive drug effects have begun to be implemented!
- Bigger explosions for grenades as opposed to mines/barrels
- A new badguy type!
- A slightly longer level than before


Controls (much the same as before):

WASD - movement

Q - throw grenade

IKJL - Shoot

1 - Heal drug
2 - Upper/speed drug
3 - Downer/slow drug
4 - Perception drug, does nothing as of yet but eat up venom


Let us know if you see any issues/bugs/etc, or if you have any feedback as to what to improve/work on!
« Last Edit: August 21, 2008, 09:27:52 PM by ChrisFranklin » Logged
Mike Lee
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« Reply #19 on: August 22, 2008, 08:06:00 AM »

Next up on our list of things to do (other than add more levels) is also add in the expected driving/shooting section to add a little variety.

A quick peek at a working version of the boxcart, demade and animated with amazing 8-direction firing turret.

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