SPACE GARDEN PUNCHONAUT
Current version: v1.00a
Final compo version v0.96a
(GameJolt Quickplay ready + downloadable for Win32 & OS X)
Entering PopCap country in 3 -- 2 -- 1.
It's a Tetroidvania, basically (with not a whole load of emphasis on the vania bit), written in C++ / SDL / OpenGL / XRhodes.
Using assets by:
so far. More to come.
Day 1:- object hierarchy
- animations
- framework debugging
- visual tweaks and much procrastination
Day 2:- matchmaking logics complete
- scoring system doesn't make me unhappy
- hurrah! we can now colorkey RGB mode images.
Day 3:- random selection of n vegetable sprites (based on difficulty)
- new HUD layout including next vegetable
- platforming action implemented!
- animations reimplemented
- player character and some of its abilities is done
- difficulty progression and scoring feels okay
- text messages about game events
- screen rumble
- conversion of palettized mode images to OpenGL textures with transparency
- singularities!
Day 4:- killed prototype; that's mostly everything except for the visuals (Explosions, GameMessages). The reason for this is because I've needed a more robust approach to the movement of the vegetables, collision handling, and animation handling. I've started to build stuff up from the platforming side. The collisions and the animations now work perfectly. The rest will have be copy-pasted, but I expect blood splatters.
Day 5-6-7-8-- collision detection fixed
- animation fixed
- player interactions fixed
- lives and dying done
- SPOILER added
- credits roll added
- variable difficulty and complexity added
- new HUD
- demo numero uno
Days 9 - 12- not a whole lot of time for updates, however the game is still ON.
- implemented a bonus system, where you collect coins and can get different events (singularity, time freeze, extra life, and whatever else I can think of until deadline).
- sound effects, baby!
- preparing the code for the implementation of the two player cooperative mode.
- small tweaks
Days 13 - 26- cooperative multiplayer implemented.
- some bugs swatted, including the ominous texture loading one.
- intro, title and credits states implemented
- main menu with settings; music and sfx volume, windowed / full screen modes
- pause / unpause
Day 27- fixed music volume bug
- fixed landing on falling vegetables bug
- fixed speed / framerate bug
- added config file and config save/load functionality
- play area size is smaller
Day 28: v0.93a- got highscore table!
- got tile frame around play area!
- tuned rumble effect
- SPOILERS' fadeout fixed
- further adjusted timing -- only 180 updates per sec.
- play area back to normal. spawn frequency increased. some initial vegetables added.
Day 29: v0.94a- revamped bonus system, then tweaked it for some more (the chance for getting coins now depends on the number of vegs cleared off simultaneously)
- tweaked the color of the bonus coins and the transparency on the vegetable tiles.
- added a surprise bonus event
- revamped the tractor field, then tweaked it for some more (shorter delay, delay depends on the horizontal distance of the closest veg).
- fixed Chasers' fadeout and added an explosion to indicate Chasers' expiry.
- put SGP up on GameJolt.
Day 31: v0.95a- abolished complexity option. complexity is fixed at 7. highscore format is changed to reflect this.
- some minor tweaks (mostly on the framework side; resource management & c.)
Day 32 - 35: v0.96a- XRhodes' texturing model has been destroyed and recreated in favor of a more robust and faster approach.
- main menu bug fixed.
this is the final release before deadline.
Day x^2: v0.97aBezzy suggested wall jump and animation of the punched vegetables to indicate how they move into their new positions. It is done! (OSX version to follow soon.)
TODO:- got a few bugs and anomalies left to fix. these are not very annoying or inconvenient, but still.
- internet highscores?