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Spoon Weaver
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Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Sat May 16, 2009 11:22 pm Post subject: Slimes |
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The game I'm working on right now is a lemmings clone. After suggestions by ...someone ( I forget who ) I was going to make a fortress protection type game but changed it over to this instead.
Here's a picture:
currently there's only 2 working tools, the create block tool, and the destroy block tool. The up pipe has a couple bugs still and I wouldn't call it working yet. and the default cursor can't select anything but the other cursor types, I might end up taking that out from the bottom menu thing.
Plans, I plan for there to be some kind of enemy, and a tool that turns slimes into super slimes to defeat the enemies or something. I haven't flushed the idea out yet really.
I'm thinking about putting 1-2 other tools, but haven't figured them out yet. So at this point in the development I'm just basically thinking. |
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Sun May 17, 2009 1:05 am Post subject: |
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This looks to be very interesting so far. I hope you eventually develop at least a playable Lemmings clone.
I played your Techno Ship Funkatron game, and got a bit of a laugh out of it. I also scored around 1,650. :] _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner
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Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sun May 17, 2009 8:41 am Post subject: |
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My wife says you stole my slimes.
Looks great. _________________
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Bob the Hamster OHRRPGCE Developer
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Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon May 18, 2009 8:53 am Post subject: |
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Moogle1 wrote: | My wife says you stole my slimes. |
Not stole. Celebrated.
This looks cool! |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner
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Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon May 18, 2009 9:54 am Post subject: |
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I tell her I don't have a trademark on slimes, but she is inconsolable. _________________
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Spoon Weaver
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Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Mon May 18, 2009 9:15 pm Post subject: |
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Quote: | My wife says you stole my slimes. |
Quote: | Not stole. Celebrated. |
Quote: | I tell her I don't have a trademark on slimes, but she is inconsolable. |
Yea, I totally stole them, but I did do it in more of a celebrated manner. I planned to release it on slime salad after all. After trying to think up what critter would best suit my needs the thought of using something from one of my old games came to mind, so I widdled the contestants down to either steves or slimes. I choose not to do steves for 2 reasons:
1) There can be only one Steve
2) People might WANT Steve to die.
And so after picking slimes to be my creature I realized how perfect they are, because the site I'm going to release it on is slime themed. Thus, I modeled the sprite after yours.
So tell your wife I'm sorry. I'll let you help if you want ...or maybe some sort of early release for you/her? |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner
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Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon May 18, 2009 11:37 pm Post subject: |
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She likes Lemmings. I think she'd like your game, too.
If you couldn't tell, she was being silly. But don't tell her I said so. _________________
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Spoon Weaver
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Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Wed May 20, 2009 12:35 pm Post subject: |
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I couple more cases of slime thievery:
The plan is to be able to turn the normal slimes into nice slimes or mean slimes. Perhaps, another type will come later but I don't want to go crazy with my tool options.
As far as progress goes, I've been making some good head way and might release a demo in about month ( or less depending on how much I choose to put in the demo ){I might choose to not release a demo at all and go straight to full production}. |
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Spoon Weaver
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Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Thu Jun 04, 2009 5:20 am Post subject: |
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..and 1 more guest from the slime salad emoticon library.
That should just about do it for slime types, well ones from slime salad anyways.
Things are moving forward on this at a fairly fast pace. Got almost all of the tools done and working. Still got to get all the animations worked out, and of course make more levels. Thinking of putting in some sort of unlockable level selector, but we'll see. |
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Spoon Weaver
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Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Tue Jun 30, 2009 6:54 pm Post subject: |
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So with the idea of logging game making progress over at slime salad, I've decided to do the same thing here. Though, unlike there I don't plan to reward people for pointing out that I've been falling behind in my progress. ( Unless you count my disdain toward you as a reward. )
Ok, so, things I need to do:
Quote: |
Make each tool be "limitable" per stage
Make a Main menu
Make Main menu graphics
Make a level select menu
Make the level transitions, better.
Make levels ( 17 made, of the 50 I plan to have )
Make a tool that carries slimes up and left (have up and right, so far)
Make the bottom tool selection menu "pretty"
Make an ending, including credits
Make a level creation system.
More testing
Add more to this list. (perhaps)
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Like I said, so far I have 3 working levels. Also, 5 working tools, a timing system, a retry button, 5 different slime types, a spike guy that kills slimes, spikes that kill slimes, fire that sets them on fire, and oil barrels that react to burning slimes.
I'm not going to set a date for completion, for any of these things, right now. I have a lot of personal stuff to do, plus other projects. But I'd like to do at least one of these things a week. Hope I can keep up with that.
Last edited by Spoon Weaver on Sat Jul 25, 2009 3:39 pm; edited 9 times in total |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Jul 02, 2009 12:56 am Post subject: |
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Awesome :)
Spoon Weaver wrote: | a spike guy that kills slimes, spikes that kill slimes, fire that sets them on fire, and oil barrels that react to burning slimes |
Awesome :) _________________ "It is so great it is insanely great." |
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Spoon Weaver
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Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Tue Jul 14, 2009 8:28 pm Post subject: |
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I worked on Slimes today.
I completed a tool that carries slimes up and left.
This completes all the tools I plan to have in the game.
Judging by how "fast" I'm getting things done for this game, the "add more stuff to the to do list part of the to do list will most likely not be done before the release. Though, it will still be a complete game. In my eyes anyways.
@TMC: heh, thanks
EDIT: As is common with my work habits, I have worked on the game a lot today and gotten more done then I've gotten done in the last 2 weeks. I just made it possible to limit the tool count for every level. I know that most of this might seem confusing without a demo to reference. I'm sorry. The game will be ready to play before you know it though if I keep up a pace like this.
Also, I'm greying out the things on my lists as I get them done. In case you, you know, care. |
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Spoon Weaver
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Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Wed Jul 15, 2009 9:27 am Post subject: |
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Another day, another task complete. I finished coming up with a general layout for the menu. It's based off some of the Xbox live arcade game menus. Big fancy title up top and menu selections down below. Her's the Title art I came up with:
![](http://i46.photobucket.com/albums/f117/spoonweaver/slimelogo.jpg) |
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Spoon Weaver
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Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Fri Jul 17, 2009 11:16 pm Post subject: |
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Alright, so I finished the Main menu today.
Though not all of the options go places yet, since some options are created yet. But I'm still chalking this up as a victory.
I also improved the transitions between levels. It still may need a bit more work till it's smooth enough for my liking but it's a big improvement. Instead of being bombarded by several blank text boxes and some randomly places numbers before and after every level you are now presented with a screen announcing the up coming level.
After to complete a level, a screen, congratulating you appears, (with perhaps stats in the future). After if you lose, you are presented with a similar screen.
These were fairly technical changes, excuse the boring, hopefully the upcoming changes will be more interesting. |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner
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Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sat Jul 18, 2009 11:09 am Post subject: |
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Man that is an ugly "LEVEL" screen. Make the letters consistent, at the very least.
Pro Tip: You could just use 20pt Courier (or thereabouts) for an easy-to-import maptile font. _________________
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