The Daily Click ::. Downloads ::. Platformer ::. DEMO Create-Destroy
 

DEMO: Create-Destroy
Author: s-m-r Submitted: 20th August, 2012 Favourites:0
Genre: Platformer Downloads: 261
Rated:


Edited By s-m-r on 9/13/2012

EDIT: Thanks for downloading, folks! You can now follow development of this demo into a full-fledged game on its project page here at TDC:

http://create-games.com/project.asp?view=main&id=2352

ORIGINAL POST:
For this past weekend's ClickJam, I decided to modify DavidN's example on the Clickteam tutorials page and make it fit better with the "Creation & Destruction" theme. The result is a game that I want to continue developing, but I'm looking for community feedback on where to go from here.

I stress that the engine and the majority of the artwork is from the tutorial; I certainly don't take credit for it. The platform engine is really great and I recommend you check it out if you're looking for guidance. It's a superb starting point if you ever want to branch out and expand it with your own ideas.

HOW TO PLAY
The object of the game is to collect as many "widgets" as you can, then return to the exit.

Controls:
- Use the ARROW KEYS to move your astronaut.
- Use your Plasma Gun to open crates with the CTRL KEY.
- Jump and Double-Jump with the SHIFT KEY.
- You can jump through the rope bridges. Press DOWN and SHIFT KEY to drop through a rope bridge upon which you're standing.
- Enter "Building Mode" with the SPACEBAR.
- While in Building Mode, move your Crosshairs around with the ARROW KEYS.
- Place a new block by pressing the ENTER KEY.
- To erase a block you've built, overlap it with your Crosshairs and press the SHIFT KEY.

Note that you'll need to collect more energy to create more blocks. Find the "POW" blocks and collide with them to gain energy. If you're out of energy and perhaps are stuck in a pit, you're outta luck. Your power is tracked by the purple number counter in the upper-right corner of the screen.

You'll also see some bars in the upper-left corner, which aren't completely implemented. But if the green-red counter is empty, you can't shoot your Plasma Gun anymore.

If you have any feedback on this early start of a game, please let me know. I'm hoping to receive some comments from the TDC community to guide future development.

THANKS!

NOTES
Changes in the most recent build:
- fine-tuned collision, so that falling between blocks is now possible.
- consolidated power usage for the double-jump, block generation, and Plasma Gun into a single power bar
- created "life-support" bar and the game ends if this ever reaches 0.
- adjusted HUD
- added in falling blocks: those that fall from above if you're too close to them, and those that fall from below if you stand on them.
- player can now create blocks only if they're standing on level ground (either regular platforms or one of their created blocks).
- Metal Detector: when in "Building Mode" an indicator will let the player know where the closest Widget is located. Not completely implemented yet, but you'll know you've collected all widgets and crates when the arrow is completely disappeared.
- two levels included, and one "test level" I use to build new levels - it's not really playable, and is just a place-holder.

Review This Download



   


http://www.let-off.com/software/create-destroy/create-destroy.exe (5.41 mkb )



Posted by s-m-r 20th August, 2012

One significant change I plan on making is to combine the power usage and restoration for both the Plasma Gun and the block generation into the same power bar. Additionally, the double-jump will take power to use. Right now, the Plasma Gun and all jumps take power; generating blocks is a separate power meter altogether.

Combining them seems to streamline the process and gives the player less to worry about. In any case, having separate power meters for different functions doesn't exactly add to the game, so it should be scrapped.

The next build will facilitate this change, and will likely have a few more things added into it.
 
Posted by Jon Lambert 20th August, 2012

Do you want to add those things before I (we) approve this, or are you fine with it going public now?
 
Posted by s-m-r 21st August, 2012

EDIT: Here are three simlpe questions I have for anyone who plays this little demo.

- Controls: was is easy to switch controlling back and forth between the crosshair and the player avatar?

- Features: do you have any ideas on different types of puzzles to be solved with building and destroying blocks?

- Fun: did you actually see find yourself wanting to collect all the widgets? What would it take to make you want to keep playing?

Update coming this Saturday. Includes a unified POW bar and blocks that fall when the player steps on them.
Comment edited by s-m-r on 8/24/2012
 
Posted by Road Kill 1987 24th August, 2012
Rated :

I gave it a go and I can see potential, there are a few things I'll say about it.

1. You can get stuck on the single section of bridge near start of you try to go down.

2. I couldn't tell why sometimes I could make blocks then other times I could, I'd recommend making it more clear.

3. I found the double jump just was a little too short, I maybe just knit picking here though.

Great little demo though.

EDIT: I had another go just now and figured out it takes 5 power to create block. Made it far easier knowing that.
Comment edited by Road Kill 1987 on 8/24/2012
 
Posted by s-m-r 27th August, 2012

Game has been updated; please see the notes above. In short:
- blocks that fall from above
- blocks that drop out from under the player
- streamlined HUD
- "metal detector" which finds the closest loot to the player's current position.

Please comment on your feelings/impressions on this game if you have a spare moment or two. This is most definitely a work in progress, and any shared thoughts are valuable at this point. Thanks!
Comment edited by s-m-r on 8/27/2012
 
Posted by Blake Fix 30th August, 2012

you should be able to place blocks under you mid jump that just seems like an obviousd fun thing to do i was sad you had to tediously stack them.
 
Posted by s-m-r 31st August, 2012

Hmm...I've been thinking about that, too. I liked the fact that I could prevent myself from harm if I stopped time quickly enough to put a block underneath me before I fell into a hazard or something.

I think I will re-implement forming blocks while you're in mid-air, though I do think there needs to be some sort of trade-off.

I do want to re-think the POW bar and life-support system. Maybe the POW bar can be a slowly-regenerated resource, with fewer pickups spaced throughout the level, while life support is finite and can't be regenerated. We'll see.

Thanks for your feedback, Blake Fix.
 
Posted by s-m-r 10th September, 2012

Thanks for the 50+ downloads, TDC!

I've been packing up and tying-up loose ends for a pending move across country, and haven't had time to make any updates since the current version (notes above).

For the next build I plan to:
--> re-implement the ability to create blocks while falling/jumping.
--> have some sort of rudimentary AI-driven enemies, like small robots or something.
--> create at least one more level to play.

If anyone has any other suggestions, please mention them here in the comments. Thanks!
 

 



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