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Posts posted by infamous space turtle
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Thanks Rilen. Will you be jamming ?
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Alright, hi and hello.
This time round I'm aiming to get a prototype done for an idea iv had floating around for a while.Brief:
Pegasus Launch is a 2D top down survival-roguelike-builder where the player helps a cast of characters journey by train across a post-apocalyptic wasteland to find safe haven.
Help a small cast of characters journey by train across a sunless post-apocalyptic wasteland to a coastal port, their escape to a rumoured safe haven beyond the sea. Using an abandoned locomotive engine your task will be to keep the train fuelled and your characters alive by searching for resources.Cheesy lore follows:
SpoilerTorn by a great cataclysm the land has been left a desolate waste in total darkness. No plants grow and shapeless horrors wander in the dark. Some humans still persist and aided by the tools of a lost society they wander looking for a foothold upon the barren terrain, points of light adrift in a sea of darkness.
The game's meets meets meets is something like Rimworld meets Faster than Light meets This War of Mine.Key Features
(though some may not be completed in the jam):
True Darkness will be your number one enemy and is kept at bay by burning resources(this includes most things on the train, chairs,walls etc). The closest you can get to safety is a well fuelled engine travelling at a quick pace. When you inevitably run out of resources or stop to clear the tracks you will have to leave the warm light of the train, be sure to take a lantern and rifle with your scavenging crew or they’ll be lost in the night. One does not live long if left in total darkness.
QuoteDuring a scavenging mission in a city one of your crew loses their cool and rushes into the darkness without a lantern. You search for them but have to retreat to the train, you wait for a little longer but its most likely they are dead. Khan, the missing characters lover, breaks from your command and rushes into the darkness with a lantern in a desperate attempt to save them. Khan finds the characters corpse almost immediately, its unsettlingly close to the train with strange wounds on it. Khan carries the corpse onto the train and you continue onward.
Real-time Infinitely Generating Terrain will be the to create the world.
QuoteWhile traveling full speed Jen notices a blockade on the track, luckily you have someone controlling the engine or you would have ran right into it. You stop and clear the track. (optional ambush by bandits here).
Character personality and skill will be randomly rolled on character generation much like rimworld. Along the way opportunities to pick up new wanderers will arise.
QuoteSnow falls. The lead light of the train reveals a cloaked figure waiting by the tracks up ahead. Jen pulls the break and you slow to a stop besides them. The wanderer is an old man named Marlo and he asks to join, he says he has skills as a doctor. You decide he can be trusted and let him on.
Goals
As usual im being too ambitious so in an attempt to set realistic goals here are my primary objectives for a quick prototype.
- Randomly generating map with at least one natural resource and one man made resource. (a resource being anything that can be burnt).
- A train engine which can receive fuel and move based on a set speed.
- Characters that can carry resources on command.
- Some sort of 2D lighting system. Simple for now, no shadows, but simulated enough.
- (if i'm really lucky) basic enemies/hazards, gun use.
- (if i'm really really lucky) basic on train building, a carriage base connected to the engine on which simple walls can be constructed.
Beyond that there's a world of things to add but if I can just get the core loop of travel-stop scavenge- repeat ill be happy.Happy jamming humans.
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That's probably all g fart satchel. Im gearing up for preparing my Dev thread.
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3 hours ago, brendonsmall said:Hey all,
If you're making a Unity game, I've bundled the splash screen into a self-contained "Splash Screen" scene and asset package that you can add to your projects if you want.
Also posted the source on github if you want to clone/download that way: https://github.com/whilefun/FreeUnityScripts/tree/master/WizardJamLogo
Oh cool, nice job.
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This one's coming up gobbler I think.
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I'm glad you shared this wonderful image atte.
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Thoroughly enjoyed by me.
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Spent this month working on prototype for a weird single input game. Heavily inspired by Downwell with an attempt at spelunkies every object interacts with one another.
You start out at the top of a mega city and the goal of the game is to reach the ground. To get there you move and dodge with a single input draw mechanic. See in this gif below a clear example of the draw mechanic while fighting a worm..
When you draw a line if it intersects with an enemy a (very ugly temp) circle appears indicating your character will attack it. Every attack that lands adds to a combo count at the top of the screen, currently this does nothing. Time also slows while you draw the path too.
Drawing the paths has an almost sketch/gestural quality I quite like, though attacking automatically is weird. Iv been thinking perhaps the game should be shifted to focus on avoiding things than trying to attack.
Heres the intro sequence. Iv not actually animated anything so its all just temp stuff but it gives a feel for the style.
Heres a fight with a turret. The map is randomly generated though there's few tile types right now.
Heres one version of a Shop, a club where a player could buy stuff(currently does nothing).
Anyway I think iv had enough of this one for the moment. This month im going to play a ton of games and learn more about coding so ill put it on ice.
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This episode broke me.
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There's some really hard flying minigames in GTA5 that I think I quit out of, although i then just went and played other parts of GTA. There's definitely more but I cant think of them. A lot of the games I play allow save scumming so I just incrementally make progress like the filthy cheat I am.
^^ I get that in horror games too, though its more love hate. I'm constantly ready to alt F4 but I never actually do and usually retrospectively enjoy it, horrors weird. -
DoppeeSwweetGoood
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Long time since I updated this!
Still drawing, though i had a break(and got into photography) for a few months before resuming. I do an hour each morning so i have not improved much, which is fine iv got other things to focus on.
After kicking around last year and trying a bunch of different things i'm really digging game development. This year im going to just learn as much as I can, make stuff and put together a portfolio.
The project iv been working on the past few months is an AR game where you grow plants on a randomly generated map.Playing the game would be like bumbling around a garden, shifting rocks, planting seeds, inquisitively looking at the little creatures living there.
Here's a cheesy and kind of confusing prototype video I made today, since its on IOS I cant easily send the game to people so I thought id better make a video or something.
I was in the city today so I filmed some stuff and put this together. It was actually really hard haha. Really it was an excuse to make cheesy music.
Anyway its at the point where I kind of want to move on.
I think there's some massive flaws, namly I don't really know what this is actually about. I started the project on a whim without any planning and now im looking up at the jenga tower.Id really like to work on some less ambitious projects where I can just focus on learning game design without the crazy tech issues.
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This is cool, you should try the slack game dev channel incase it’s a bit quiet over here.
The link at the end of this thread should work? I can’t remember how joining slack works. 😣
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Really enjoyed this. In particular the discussion about beginner design mistakes. Chris’s observation about how he used to put off design for technical or the trap of making a game without a specific purpose are both things I can relate to.
Thanks for the cast Soren, really good.
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hahaha nice! RIP low poly pear.
That 3D test thing is sweet too. -
Really enjoyed the Sea of Thieves discussion, yall should definitely stream it
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I might do the same^, last I played was 3. Think I might get this for the map maker. I’d like to do some level design and make some multiplayer maps. Just not sure my computer will be able to run it.
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"A Ubisoft rep also said in an email to Kotaku that Far Cry Arcade will include the exact same feature set across both consoles and PC" - Really cool, love when games give creative tools to the players. I got a lot out of the map editor in far cry instincts back when I only had an xbox and no access to pc modding/map making.
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I suspect Nicks finally been replaced by a robot. The non “overdubbed” bits are just the mask slipping.
Good cast.
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Oo cool variation, looking forward to listening to this.
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Hey folks, welcome !
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As much as I snigger at shoe horns I currently have a rough calloused patch on the top of my index finger from trying to get shoes on.
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God, at work I almost have more friends I don't know the names of than those that I do. .
I'm actively trying to get better at this part of humaning.
[Released] häx_processer
in Wizard Jam 7 Archive
Posted
My excitement for this is tremendous.