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TIGSource ForumsCommunityDevLogsVERTICASTLE (The defense of the Verticastle)
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Author Topic: VERTICASTLE (The defense of the Verticastle)  (Read 8275 times)
Martin 2BAM
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« on: November 15, 2009, 03:14:54 PM »



King Oldbeard in...
The defense of the
VERTICASTLE

Kick-ass pixely action.
Non-stop gore, explosions, ...stairs, walls Huh?
Procedurally generated castles...by the player :D
100x100 144x96 resolution.



It's Work In Progress, coming to your nearest game portal really soon!

Watch a gameplay video (v0.95W)!


Objectives
  • First you build your castle as fast as you can, the best you can
  • Then defend it and yourself to survive against the enemy.
  • Finally, get the hell out of there!

Objectives EXPLAINED
  • First you build your castle with 3 different materials: Concrete, stairs and weapons (10 ton weights and cannons). You have a limited time for each material, so be quick!
  • Then you must survive all enemy waves. Use the weapons you placed to kill your enemies and the stairs to avoid them and survive.
      SPACE drags stuff around. Throw it to your enemies to squish them.
      Hitting SPACE also triggers the cannons.
  • And lastly, when a message says so, escape from the castle to either left or right.
  • Each consecutive level becomes more difficult and has more enemy diversity and special features.

Enemies
  • Swingin' sword soldier
  • Axe rogue
  • Birds (that throw shit at you)
  • Ghosts (happily invulnerable Epileptic)
  • Goblin kamikaze bombers
  • Lightning mages (for you, campers)
  • Our good old fellow gravity.
Everything will try to kill you  Hand Point Right Who, Me?

I'm really happy with this project
Regards
-Martín  Beer!
« Last Edit: January 07, 2010, 10:14:08 AM by nitram_cero » Logged

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team_q
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« Reply #1 on: November 15, 2009, 07:27:10 PM »

I found a way to exploit around it, if you build a length of 1 tile high walls then line the tops with ladders, then you can escape right over the rogue's head.
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Martin 2BAM
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« Reply #2 on: November 15, 2009, 07:39:55 PM »

Heheh, nice.

It's heading towards a survival/score-for-kills game... so just escaping isn't going to buy you a highscore place Tongue
Higher levels = new enemies, less time to construct.

I'm about to upload the next version which adds more difficulty in higher levels, a win-level screen (so it's more understandable that you can continue).

Thanks for trying it and pointing that out.

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letsap
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« Reply #3 on: November 15, 2009, 11:58:45 PM »

This is fun! Also really really tough without using the ladder floor trick.

Even though using that won't get you through the whole game, and actually hinders you later. Very well designed, looking forward to full game. Coffee
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Loren Schmidt
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« Reply #4 on: November 16, 2009, 05:22:38 PM »

This seems like a good idea, but I don't understand what's happening well enough to play yet. The mines are defensive weapons, right? Is there some way to throw them or drop them off of ledges? I noticed that I can drag them around horizontal surfaces, but the enemies seem to pass right through them, so it seems they're supposed to be dropped from above.

I think that if the game were explained in slightly more depth somewhere, I would understand how to play better.

This seems like a good game, I just can't tell what I'm supposed to be doing yet. I'm sure that a lot of my confusion is owing to this being an early release, so please take this as feedback rather than criticism.
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Martin 2BAM
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« Reply #5 on: November 16, 2009, 06:45:51 PM »

Yeah of course! Thanks for the feedback Smiley

It's for a 100x100 pixel contest, it's hard to fit a lot of information in there :D
Perhaps I should explain something at the webpage, below the game.

The spiked ball seems to confuse everybody. They're not mines... I don't think there were any submarines in that era :D
I will replace it with a typical "10 ton" trapezoid weight so it's more intuitive that you should drop it on their heads.
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JaJitsu
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« Reply #6 on: November 16, 2009, 10:00:03 PM »

This game is hard.


however, if i had a potable version of this i would constantly play it

attictive. fun. awesome game.
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Martin 2BAM
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« Reply #7 on: November 16, 2009, 10:46:55 PM »

Thanks!
How would you think it would be more potable?

And what do you all mean by "hard"? I'm making it harder as I type Cool hehehe

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Martin 2BAM
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« Reply #8 on: November 17, 2009, 03:15:27 AM »

You asked, you got it (actually you asked for the opposite)

Goblin bombers and the lightning mages are here to kick your asses.

v0.8 up!
 Smiley
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JaJitsu
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« Reply #9 on: November 17, 2009, 05:42:23 AM »

haha potable...

i meant portable. like on my phone or gameboy or something
although i dont have a gameboy...


and by hard i mean im not good at it  Big Laff
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droqen
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« Reply #10 on: November 17, 2009, 11:25:39 PM »

Oh wow this is... good even if I am totally confused xD

Could you make it easier to push stuff? :<

I also sort of wish I had some more time for building (I don't mean a ton more though), because as it is I end up with really messy castles and the weapons are just kind of strewn everywhere D:

[ need to get better ]
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Wander
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« Reply #11 on: November 18, 2009, 01:18:09 PM »

fantastic mate! You've done it again.  Your weird seems to make just enough sense for me to figure out! I love it.

 Big Laff
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« Reply #12 on: November 18, 2009, 03:19:39 PM »

Really cool, I like the idea of the game and it is good fun to play.  Smiley
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increpare
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« Reply #13 on: November 18, 2009, 03:43:06 PM »

took me a while to figure out what was going on : P

I think a block limit rather than a time limit would be better for building phase?

Rogue assassin things were fun.

Being able to give these objects I'm throwing some momentum would be good (so i could throw something off a ledge without falling off myself).
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Wander
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« Reply #14 on: November 18, 2009, 09:53:38 PM »

ya - good call increpare.  throw things like in super mario brothers 2.  taht's a good way  to go about it.
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Martin 2BAM
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« Reply #15 on: November 19, 2009, 11:30:24 AM »

Thank you all for you comments!

increpare, I've been recommended that before, but I'll stick with the timed version
Why? Because this game is not about building and polishing your castle, on the contrary, it's about doing it the best you can in a rush and then make the most out of it.

The pilar of the game is "make the most of it". That being the castle you end up building and the random weapons it creates.

I'll see what I can do about the objects.
The momentum idea is cool but I should be careful not to over-do it, because the way I play is putting the weight almost at the gap (a bunch of pixels back) and as soon as I see an enemy push it a bit more to drop it. Too much momentum and they will fall off when you actually wanted to just prepare it.

I need to find a better way to kill the sword soldiers.Those are the hardest fucks to get rid of, even after you beat everything else. Adding momentum will probably help Smiley

Best regards
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Dom2D
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« Reply #16 on: November 20, 2009, 09:34:08 AM »

I see great potential in this, I hope you can make it accessible enough!

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Loren Schmidt
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« Reply #17 on: November 22, 2009, 01:27:52 PM »

Hello, I hope development is going well.

It occurred to me that if you aren't already familiar with it, you might want to take a look at Rampart:
http://klov.com/game_detail.php?game_id=9263

It's a very different game from yours, but the two have quite a few design similarities. Rampart has a timed building phase like you do, but they handle it pretty differently. Rampart also faced some of the same challenges you do in the area of teaching people how to play the game. That aspect of it might be worth looking at in particular; I think they do a pretty good job of making a potentially confusing game intuitive.
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Martin 2BAM
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« Reply #18 on: November 22, 2009, 01:32:01 PM »

Wow man, thanks! I wasn't aware of that (There is nothing new under the sun I guess...)

I'll look into it as soon as I can get my hands on the game Smiley

Thanks for sharing that with me!

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Martin 2BAM
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« Reply #19 on: January 04, 2010, 02:35:19 PM »



Updates!
This game got good response so I decided to follow it.

The new verticastle is getting really sexy, but it still needs more work.

Lot's of realistic pixely gore.
The king can jump 1 tile now (in case he gets stuck).
Widescreen
Teaching how to play has been enhanced.

I've recorded

with my digital camera because CamStudio was recording at 1FPS :S
The quality sucks but at least it's in real-time.
I'm quite sorry I can't share it in better quality, or the game itself.
(After what happened to VVVVVVVV I grew a bit scared)

Regards!


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