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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsCockpit Competition[FINISHED]pig feeder 3000
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trabitboy
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« on: March 11, 2009, 02:17:16 AM »

EDIT:

############### INSTRUCTIONS #####################################
your goal is to feed the two pigs so that the counters at the bottom are both in green
- if one of the pig's counter goes in the red, you lose
- u can accelerate and decelerate the conveyor with up and down
- left and right to swap lane
- with space you fetch a thing from the conveyor ( red target indicates fetchability )
- once u grabbed a thing, 'c' fetches it to the left pig , 'v' fetches it to the right pig,
down arrow discards .
############### end of INSTRUCTIONS ##############################






take care ! if u feed a pig with bad things ( poisoned mushroom, bleach ... ) he will
get mad and his counter will go down.

#playable demo:


was hard pressed to find something to do with cockpit compo,
but after thinking a lot about it first sunday it was announced ,
I decided to do a feeding machine for porks  Hand Fork Left Hand Knife Right

I've always liked zoomed sprites games such as after burner and hang on ,
so my 2 objectives are to have a good depth effect, and use the cockpit effect satisfactorily ( u will turn to the side of the cockpit smoothly, and cockpit will vibrate,
depending on the speed of the treadmill ).

Basically u can navigate left and right and pick up food with your machine from the treadmill,
and u need to turn the cockpit left or right to feed one of the 2 porks on the side of your machine. If you pick up damaging things from the treadmill, or let the porks starve,
they eat you , u lose in a degrading way  :D


concept of the cockpit ( u only see half of that )



I've done a lot of graphic assets since the beginning of the compo,
and progress on the code side has been steady,
so I think I'll definitely finish something pretty.

I must confess I don't know how this will play, since I began with a very visual idea ,
and main gameplay is not in place yet !  Shrug

last thing: project is C++ and open gl, I wanted something very fluid in 2D after being disappointed with sdl on pandora panic.


anyway demo soon, it really feels like a real game now:


I'll definitely have something playable for saturday, even if not fully polished,
looking good.
« Last Edit: April 18, 2009, 03:52:05 AM by trabitboy » Logged

Fuzz
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« Reply #1 on: March 11, 2009, 07:13:52 AM »

The video is intriguing, but you should probably call it "Pig Feeder 3000" or something. Pork Feeder 3000 is misleading because pork does not refer to the animal, it refers to its meat, and so the title sounds as if the game is about a machine that feeds people pork.
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trabitboy
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« Reply #2 on: March 11, 2009, 08:40:22 AM »

thank you for the correction,
I'm not an english native, I can use that  Wink
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trabitboy
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« Reply #3 on: March 18, 2009, 09:07:44 AM »

went to the point where I can grab stuff from the conveyor belt  Beer!
I was thinking of giving full right cockpit view each time you have to feed the pig but I think it will interrupt the gameplay too much;
instead I will use full side view just for game over and winning,
there will be a small screen with the pig state in the cockpit, which will fit the cockpit theme stronger ( think Picture in picture )
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agj
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« Reply #4 on: March 18, 2009, 09:55:42 PM »

The 3D scaling is currently linear, I believe? If it were exponential, it would look more natural; the closer an object is, the faster it scales.
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trabitboy
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« Reply #5 on: March 25, 2009, 04:21:30 AM »

good remark, my scaling is wrong !
a friend pointed it out to me  Gentleman

would you have any math to share ? currently zoom is direcly proportional to the height on screen ; just adding a modifying factor should be good enough.

anyway demo soon, it really feels like a real game now:


I'll definitely have something playable for saturday, even if not fully polished,
looking good.

#first post updated #
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trabitboy
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« Reply #6 on: March 27, 2009, 12:25:52 AM »

working like a madman, this is looking good ,
I love the gameplay  Kiss
already have basic difficulty level,
intend to incorporate tutorial , easy, hard till sunday  Beer!
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agj
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« Reply #7 on: March 27, 2009, 07:01:04 PM »

I have no math to share, I'm not very comfortable around numbers, what I know is mostly intuitive. Sorry! You could ask in the technical forum, though.
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trabitboy
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« Reply #8 on: April 03, 2009, 07:30:25 AM »

demo in first post !

I plan to make an easier tutorial level and a harder ;
plus more levels and scoring.

but the initial idea is here : wanted to distract the player with a lot of things going on at once in the cockpit
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muku
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« Reply #9 on: April 04, 2009, 03:19:24 AM »

would you have any math to share ? currently zoom is direcly proportional to the height on screen ; just adding a modifying factor should be good enough.

Probably a bit late, but if you're still looking for this: it should basically scale like 1/z, where z is depth. Better to add some constant in the denominator, like 1/(1+z), so that stuff doesn't blow up in your face when it gets near.
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trabitboy
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« Reply #10 on: April 04, 2009, 11:09:42 AM »

thank you, I will integrate that even after the compo

currently I'm looking to make the game play experience last longer,
without sacrificing difficulty.

also thinking about progressive difficulty levels,
which is the next step,
with different types of items poping up on the conveyor,
missing lanes ...
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trabitboy
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« Reply #11 on: April 17, 2009, 07:58:22 AM »

thanks a lot for your feed back orel  Coffee
actually my first priority is to fix the annoying tuto screens
( all my friends said this to me on playtest ),
and make a MUCH slower difficulty curve,
so that you get to this point in 5 levels maybe.

I think there are already sleep() in the frame timing I need to check ...
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muku
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« Reply #12 on: April 17, 2009, 11:26:55 AM »

For me the instruction screens zoom by much too quickly too, so I really have no idea how to play Sad Besides I have a feeling the game itself is too fast as well.
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trabitboy
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« Reply #13 on: April 18, 2009, 03:39:57 AM »

hi yes the game is too fast because I do not yet have all the levels to learn things progressively.

a readme would have been better than the embedded screens so:

your goal is to feed the two pigs so that the counters at the bottom are both in green
- if one of the pig's counter goes in the red, you lose
- u can accelerate and decelerate the conveyor with up and down
- left and right to swap lane
- with space you fetch a thing from the conveyor ( red target indicates fetchability )
- once u grabbed a thing, 'c' fetches it to the left pig , 'v' fetches it to the right pig,
down arrow discards .

take care ! if u feed a pig with bad things ( poisoned mushroom, bleach ... ) he will
get mad and his counter will go down.

will put picture of tutorial in head post to make it clearer

EDIT:
I resumed work on it to have progressive difficulty levels, and a better tutorial,
it should be ready in some days

EDIT2:
picture tutorial in first post

« Last Edit: April 18, 2009, 03:52:57 AM by trabitboy » Logged

Pishtaco
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« Reply #14 on: April 24, 2009, 01:12:56 PM »

I like the graphics and how the game feels really bright and enthusiastic. And I'm getting a Fruit Mystery vibe off it.

As a player I felt a bit detached from the game, though, because of the lack of sound and maybe a lack of feedback (partly because of the lack of sound). The thing telling you whether food is good or bad blends in with the background; maybe it would show up better closer to where the pigs are? Also C and V feel fiddly for sending the food to the pigs; I felt like I should be pressing left and right shift, like in a pinball game.
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trabitboy
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« Reply #15 on: April 26, 2009, 01:08:39 AM »

hi , thanks for the feedback,
actually yes I think controls are clumsy,
I will try with left and right.

as for the feedback to the player, that's also my feeling;
for a good arcade vibe I should have small video/audio rewards for good play,
and alarming things happening when feeding bad things to the pigs.

I'll work on it; I'm also designing more levels.

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Melly
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« Reply #16 on: April 26, 2009, 01:52:32 PM »

The game's unplayable for me. It runs insanely fast, so I can't do anything before losing.
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Fuzz
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« Reply #17 on: April 26, 2009, 10:13:46 PM »

The game's art is fantastic. I particularly liked the losing picture (I played twice and won the second time, largely due to thinking that the bottles of bleach were a healthy drink).
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