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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsCockpit CompetitionThe Abyss Mine (project proposal) [please read!]
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Author Topic: The Abyss Mine (project proposal) [please read!]  (Read 27664 times)
Annabelle Kennedy
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« on: March 30, 2009, 07:13:02 PM »

The Abyss Mine

Join Roger Galaxy and Elly Constelle as they journey to the center of the Abyss Mine, a dangerous abandoned space mine.


Each floor consists of two phases: Phase one is the collection phase.
Using the WASD keys you will navigate Elly through the puzzling, dangerous ruins.

Using the IJKL keys (similarly to WASD) you will control Roger, pilot of the Sphere - a mining probe designed to assist in the extraction procedure. Using the U key you will be able to fire a Pulse which will detonate loose walls as well as activate certain equipment. 

If Roger navigates too far from Elly, the Support Cable will be temporarily severed,  leaving Elly on life support, which will sustain her body temperature and provide her with oxygen, for a limited amount of time.  To make sure Elly is okay, a live feed showing Elly's location and status can be seen inside the sphere.

In the collection Phase you will be looking for reaction cells. 
These will be nessecary to activate the fusion core on each floor.

Once all of the Reaction Cells are collected, and the core is activated, you have to escape the floor alive - as creatures awakened from the Reactivated Fusion core.  Elly, must quickly board into the Fusion Core with increased mobility and reach the elevator before she is consumed by monsters. 

Using Roger's Sphere Pulse you can keep the enemies at bay while you navigate Elly to safety!


phew!  okay that's my idea.   Probably impossible in the time frame but I'm really interested in making it into a flash game (potentially making some money from) as GDC has left me quite lacking.

if anyone is talented in Actionscript and would like to work with me on this please message me on MSN ([email protected]) or PM me here on the forums.
http://www.annabellekennedy.com/abyss.html

This link above is a bare bones mockup how how compliated the thing would look all put together, which i think it is fairly feasable!  Comments? Questions? Concerns? Leave em here!!


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Melly
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« Reply #1 on: March 30, 2009, 07:31:19 PM »

 Shocked

Cooking up platforming engine nowz.
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« Reply #2 on: March 30, 2009, 07:40:25 PM »

Do it (without overworking yourself)! I love this already; the strictly black and white visuals are amazing so far Annabelle.
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Powergloved Andy
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« Reply #3 on: March 30, 2009, 07:43:00 PM »

Looks good, Annabelle. I'd help but I'm currently working on some other stuff. But I'm rooting for the project  Wizard Hand Thumbs Up Right
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Fuzz
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« Reply #4 on: March 30, 2009, 08:28:31 PM »

Nice style!
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« Reply #5 on: March 30, 2009, 08:36:37 PM »

Mockup looks cool, better get crackin!  Coffee
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Melly
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« Reply #6 on: March 30, 2009, 10:51:38 PM »

I am! Smiley Got some tile-based collisions working smooooth. Now onto platforming physics.
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« Reply #7 on: March 31, 2009, 05:37:21 AM »

Good luck guys!  I'd love to see this thing happen!  (Sorry I can't help much, I don't know Action Script well enough yet.)
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nihilocrat
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« Reply #8 on: March 31, 2009, 06:24:45 AM »

I wonder how you'd do the display in the top-right corner. If you're using Allegro or SDL you can just take a section of the game surface and blit it to the screen again, but I've been using OpenGL 2D libraries for awhile now and neat little tricks like that aren't as obvious for me.

Anyways, the idea is an awesome use of the cockpit concept. People are doing 'cockpit platformers', and cooperative platformers aren't uncommon, but the combination is something I've never seen before.
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Melly
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« Reply #9 on: March 31, 2009, 06:49:59 AM »

To do the top left bit I'll just reblit the same tiles and sprites that are around the playable character. Shouldn't be hard.
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« Reply #10 on: March 31, 2009, 07:16:45 AM »

Oooh nice.  Looking forward to this one...
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jph wacheski
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« Reply #11 on: March 31, 2009, 07:23:29 AM »

very fine pixels!  hope to play this one eventually,. good luck melly,. do post any problems with the codeing and I am sure ppl will help out., jsut the see it working!
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Melly
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« Reply #12 on: March 31, 2009, 07:46:05 AM »

This is what sold me to the idea:



There is so much awesome in this sprite alone I can't even describe.
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Terry
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« Reply #13 on: March 31, 2009, 08:47:09 AM »

Good luck you two! Beer!
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mirosurabu
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« Reply #14 on: March 31, 2009, 09:29:02 AM »

Cockpit game with monochrome graphics? Looking forward to that.

Melly don't disappoint us. Tongue Wink
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Melly
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« Reply #15 on: March 31, 2009, 09:56:57 AM »

NOT AN OPTION. Mock Anger

 Grin Hand Thumbs Up Right
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« Reply #16 on: March 31, 2009, 11:16:10 AM »

those sprites are gorgeous! can I keep one?
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Jared C
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« Reply #17 on: March 31, 2009, 01:38:14 PM »

Here, you can have mine. 

Amazing art as usual, Annabelle!  Grin
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Melly
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« Reply #18 on: March 31, 2009, 11:05:05 PM »

Progress update:

Got some smooth tile-based collision working. Still working on platforming movement. Annabelle wants a specific feel that isn't all that straightforward, but I'm getting there. Beer!
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« Reply #19 on: March 31, 2009, 11:47:53 PM »

This game is just over-uber-incredibly awesome !

So much of a hyper sexy concentrate of the most compelling 8bit game I ever played in my childhood.

Just package it with a "Psygnosis" Logo and voila ! U've got a winner !
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