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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsCockpit CompetitionMonseigneur Cockburn: The Judgening of 1933 [FIN]
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Author Topic: Monseigneur Cockburn: The Judgening of 1933 [FIN]  (Read 19088 times)
aeiowu
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Greg Wohlwend


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« on: February 28, 2009, 03:46:42 PM »



FINISHED! Featuring a new title screen and score system.
Play the game here





Objective
Survive each wave by keeping your stomach full! Time and enemy chicken damage reduce your juice level (seen lower right of the screen). When you run out, you die and must start over. Post your high scores here!

Controls
  • WASD or Arrow Keys to move and turn left and right
  • SPACEBAR: to peck at feed or chickens

Tips
  • Peck when nose sensor (upper middle purple organ) is bright yellow
  • Use radar (left circular gray thing) to watch your back

Changelog (4/5)
  • Added score system and score page
  • Updated title screen
  • Arrow Keys now control cock, not debug mode

Changelog (3/1)
  • Death
  • Radar to track enemy chickens in the pen
  • Organ that shows hot/cold depending on proximity to feed
  • Title screen (WIP)
  • Survival-type mode for enemy waves
  • Simple sound effects
  • Wall damage & smoke effects

Screenshot



Credits
« Last Edit: April 08, 2009, 10:07:25 PM by aeiowu » Logged

Fuzz
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« Reply #1 on: February 28, 2009, 04:15:56 PM »

Is the cockpit the rooster's eyes?
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Mikademus
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The Magical Owl


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« Reply #2 on: February 28, 2009, 04:42:31 PM »

Is the cockpit the rooster's eyes?

I'd have to agree, you'll probably need to put some controls or something since there is a difference  between "first-person" and "cockpit". Or add to the description that you're a gnome inside the head of a rooster to which you are cybernetically connected and control.
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\\\"There\\\'s a tendency among the press to attribute the creation of a game to a single person,\\\" says Warren Spector, creator of Thief and Deus Ex. --IGN<br />My compilation of game engines for indies
aeiowu
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Greg Wohlwend


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« Reply #3 on: February 28, 2009, 05:58:26 PM »

oh yea, this is just a WIP. they'll be controls and all sorts of cockpitty things.

EDIT: for archival purposes

The beginning cockpit WIP:



in game shot (early prototype workings)


« Last Edit: March 01, 2009, 08:17:22 PM by aeiowu » Logged

increpare
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« Reply #4 on: February 28, 2009, 06:05:14 PM »

so, are you going to try make this multiplayer?

will you have any planned ways to manipulate the food or interact with other roosters?

my initial thought was that the view was one from inside a urethra which at some point had jewellery adorning it. 
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aeiowu
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Greg Wohlwend


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« Reply #5 on: February 28, 2009, 07:33:25 PM »

my initial thought was that the view was one from inside a urethra which at some point had jewellery adorning it. 


haha:



Yea you have to eat the food to keep up your stomach juices and fight the other chickens off before they get your food. They can blow you back as well. We're toying with doing some MP stuff tomorrow, we shall see...

here's an updated shot of the cockpit WIP:
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Nitro Crate
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« Reply #6 on: February 28, 2009, 09:21:22 PM »

that is looking pretty awesome so far.
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torncanvas
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« Reply #7 on: March 01, 2009, 12:07:25 AM »

We're using the Commodore 64 color palette, so unfortunately I wasn't able to make the rooster look like this freaking awesomeness:
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Intuition Games
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JLJac
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« Reply #8 on: March 01, 2009, 02:26:25 AM »

Then don't use the commodore 64 palette!!!
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Evil-Ville
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« Reply #9 on: March 01, 2009, 08:35:48 AM »

That isn't commodore 64 palette to begin with.
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torncanvas
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« Reply #10 on: March 01, 2009, 09:26:51 AM »

Haha, well honestly it was more about the fact that at a low res it was just hard to understand.

Regarding the color palette, it's definitely from the C64.  Our hex values came from this, which has an incredibly accuracte representation of the true colors, including some advising from the guy who co-developed the color hardware:
http://www.pepto.de/projects/colorvic/
« Last Edit: March 01, 2009, 09:30:39 AM by torncanvas » Logged

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Evil-Ville
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« Reply #11 on: March 01, 2009, 03:50:40 PM »

This is what your screenshot looks like with the pepto palette.

http://ville.poronet.com/cock_cock_pit2.png


There is no definitive C64 palette but there is always only 16 colours. The screenshot has more and I am not even counting the antialiasing from the red text. There's a bright yellow and dark red that just shouldn't be there.
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« Last Edit: March 02, 2009, 03:08:58 AM by Evil-Ville » Logged
pgil
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« Reply #12 on: March 01, 2009, 04:18:25 PM »

Well, there's really no definitive C64 palette. They were built with cheap parts, so they were all slightly different.

Also, I have no idea what's going on in this game. It looks really cool, though.
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« Reply #13 on: March 02, 2009, 03:06:16 AM »

This is taking the Cock-Pit joke to the next level. Awesome!
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[platypus]
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« Reply #14 on: March 02, 2009, 05:23:50 AM »

The cockpit of this game is nauseating. Keep up the good work.
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torncanvas
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« Reply #15 on: March 02, 2009, 11:32:13 AM »

The game has been updated!  We have all the cockpit feedback in:  food, other roosters, stomach juice, successful eating, and getting hit.

We got in some sounds, thanks to the lovely sfxr.  If anyone would like to contribute some chiptunes or knows a good resource for free stuff, let us know.  Someone suggested that death metal could fit well, but we're open to suggestions.

Oh, and the fences are damage-able.

All in all, we're super pumped to able to get this far just during TIGJam Midwest.  Next up, we've been considering using one of those Doom -> papervision libraries to see if we can design some levels. Wizard We'll see how that goes...

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« Reply #16 on: March 03, 2009, 11:10:36 PM »

wow.  fabulous graphics.  I am truly impressed by your cockpit. It was so attractive it was distracting me from the game.  Beer!

control scheme needs a little work ... but the demo is so early that you are probably aware of that.
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torncanvas
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« Reply #17 on: March 04, 2009, 07:49:29 AM »

Thanks a lot.  What do you suggest for control tweaks?  What don't you like about it?
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aeiowu
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Greg Wohlwend


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« Reply #18 on: March 04, 2009, 11:06:58 AM »

control scheme needs a little work ... but the demo is so early that you are probably aware of that.

i kinda like how it's a little janky. feels more like a chicken. i know what you mean though, turning left and right with A and D feels weird, especially with no mouse look.
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torncanvas
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« Reply #19 on: March 04, 2009, 11:13:47 AM »

If mouse look gets added there will be MURDERS.  Evil

I love the keyboard-only control.  And the fact that there's no strafing.  But yeah we need smoother left/right.

More specific suggestions would be great, though.
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