Oliver
Hey Guys,
This is my very first game - I showed it once at the Game Dev Community evening. (Wasn't working 100% as I had a memory leak)
The game isn't completed yet, but I've managed to iron out the game mechanic.
There are 3 random rooms, I'm hoping to have more unique enemies, backgrounds, etc. for each one very soon.
I'm hoping to have the Clouds move along the screen and to have the Sun rise and Set and have the Moon follow
There are some Dev keys if you want
Press R - to reset to main menu
Press F - for fullscreen (press F again to exit)
Without further ado
Here is Oliver
This is my very first game - I showed it once at the Game Dev Community evening. (Wasn't working 100% as I had a memory leak)
The game isn't completed yet, but I've managed to iron out the game mechanic.
There are 3 random rooms, I'm hoping to have more unique enemies, backgrounds, etc. for each one very soon.
I'm hoping to have the Clouds move along the screen and to have the Sun rise and Set and have the Moon follow
There are some Dev keys if you want
Press R - to reset to main menu
Press F - for fullscreen (press F again to exit)
Without further ado
Here is Oliver
Comments
I've just fixed it and re-uploaded to dropbox.
If anyone did download Oliver - if you could just download Oliver again and overwrite the file please that would be great, your Top Score should not be effected at all!
The Highscore screen, I'm guessing you mean the button that takes you to a leader board? No that isn't working as of yet.
In what sense do you mean by timing? Timing of the game or timing of the enemies? I haven't considered playing time as I didn't want people to rush the game, wanted them to take there time and enjoy the elements in the game. I'll consider adding a timer if it would add to game play value.
Regarding the full screen element, I've tested it my side and it's the same speed respectively - it might be a trick of the eye though cause of the size of the sprites maybe?
When creating the levels I broke the level into 3 groups - Green, Yellow and Red. When starting out in Green it will just be 1 floor enemy & then 1 pounding/jumping enemy. From there I just increase the amount in each area. 2-3 Jumping & 1 floor, then lastly 2-3 jumping & 2 floor.
I'm constantly trying think up new enemies that might challenge the player, Plus each level will have it's own unique type of enemy to try & throw the player off. As for the difficulty curve - watching people play the game it seems to be at a good difficulty level already I think.
I'm thinking of putting a timed and scary type game play in. So in the menu your can select what type of game play you want.
Timed would be you start out with 5 seconds on the clock, you have to get over obstacles to earn 1 second.
Scary would be something chasing you.
> The game would benefit from a rhythm aspect - so 1) Add music 2) Time the obstacles so that the player's optimal moves would coincide rhythmically with the music - look at Super Hexagon, Bit-trip runner for examples :)
> Some kind of urgency - something chasing, but you could maybe "gain time" by performing well but "lose time" if you delayed too much. So the space between you and the thing chasing would be like a lifebar.
> Longer/shorter obstacles
> Some more modes of movement - like shooting Oliver into the air (jumping) or falling or something else.
Cool cool :)
Assuming you want to keep the one-button input, perhaps Tuism's suggestion of movement modes can be integrated into the environment via jump pads, or slippery slides, or something to that effect? If timed movement is the core mechanic, things that alter that movement in interesting ways are how you'll add a bit more dynamism. Extra points if you keep specific modifiers themed to each environment! Quicksand that slows Oliver down in the desert, for example.
I'll definitely give this some thought - in fact I think I might have an idea on how to implement it the jump pads.
(Hope the GIF works)
Though saying that I think it fits the visual aesthetic of the game, but it would be nice if it's wobble tolerance allowed the end to go in the other direction so it would have a wave like motion.
But...
Run from the wall of wangs!
(Maybe make the tips of the tentacles pointy?)
But everything else's pixelly, and those are perfectly vector rounded-end wangs. That feels like a disturbance in the force.
Don't feel it fits, stylistically... Conceptually, it's a "why not" I guess :)
@konman I'm gonna play around with colours and stuff, will see what I come up with - regarding game, sorry I moved my dropbox around, will upload in a moment.
@Tuism Yea, I just have to see how I can make them more pixely.
@Pomb Have you managed to play the game at all? You'll see that the enemies actually move fluidly too. I wasn't to concerned about the moment I thought it added something interesting. I'd love to get others opinions?
So in that case the tentacles being "over" the foreground (oliver, tree, ground), means they should have bigger pixels :)
Also, I think they're a bit distracting - the white stuff that is. A black silhouette I thought worked better, and also the solid colour worked better for the illusion of a field of black stuff rather than a bunch of sprites.
Oliver
Might just be your computer. Try running it as Administrator or Ignoring the problem.
Anyway, I'll see if I can completely turn it off when I get home, and then I'll try again. I'm switching to Google drive though in the hopes that maybe it will work better.
EDIT: I tried it from my work PC and I get the exact same error.
EDIT2: Turning off malware protection didn't seem to work
EDIT: Actually wait let me Rar it rather.
Olive <---- Download
About the game, looks nice. I'd like to suggest for the timed mode, only start the count-down after the user has moved for the first time. Maybe also the same for the monster. Not a major suggestion really :P
Also I got a few frame rate drops now and then. What did you code it in? Also, how big are the levels? Do you generate them on the fly?
I think some nice background music could suit this type of game!