Project: untitled metroidvania
Project Started: |
6th January, 2010 |
Last Update: |
29th January, 2010 |
Project Owner: |
zezmoo |
Project Members: |
zezmoo |
Project Type: |
Platform/RPG/Fighting |
Project Progress: |
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and thus far
Posted 6th Jan 10, by zezmoo
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Currently, the platform engine itself is about 99% done, as is the inventory and stat engine, making the game playable. I still need too finish animating the main character, but am currently waiting for my artist (read:girlfriend) too finish a profile shot of her too make animations smoother.
The stats are HP, MP, Atk, Run, and Jmp. They should all be pretty straightforward (Jmp being jump... MP is spent too use your special items with the weird arm thing)
I have thus far put in 2 special items, one of them is a hookshot, its pretty friggin useful, and the other is the bubble from bubble bobble. Its a great deal more useful. If you haven't played bubble bobble (or if you have and are still reading this paragraph) the bubble can encase your enemys and deals massive damage when popped (as opposed too just auto killing them like in bubble bobble.) The bubble flys forwards at a fairly high speed, then slows down considerably and drifts around, eventually drifting upwards and away. You can use the bubbles too get around by jumping on them, provided you keep jumping too avoid popping them. This works just as well when there is an enemy in them. There is currently one normal weapon, being a short sword, however, I am fairly sure it will not be in the final game, mostly due too that fact that I decided too go with a graphical inventory, and of such have a finite amount of possible weapons in the game, and well, its just not that cool of a weapon.
I could probably go into the inventory system at great lengths, but that sounds kinda lame. its graphical, it uses ini's too store information, and you can change your special weapon without opening the main menu screen. Oh, and its done, and it works. That should be enough, really.
Combat is less done, although the basic engine is done, and currently features 2 attacks and a special move, along with knockback (you can juggle enemy's, its pretty sweet)
eventually it will feature ATLEAST 4 attacks, and a great deal more special moves. You have 1 attack button, and then each direction causes you too do a different attack, ala smash bro's. I say atleast 4 because I may want too include things like crouching upper...(slashes?) and can almost guarantee there will be options for combing the default move (doing the same slash everytime you hit attack is kind of lame, when compared too doing a quick series of 5) but, currently, there is a thrust, an upperslash, and a barrage of quick thrusts too make her more like Chunli (or Charlotte from the Samurai showdowns, really)
CURRENTLY Im primarily adding in new enemys and brainstorming powerups, well working on the plot, soon I will start actually building the early levels and making the game playable.
Oh, also, anyone remember that game Joust? Im stealing the ostrich from it. Not like... ripping the graphics, because that would be really silly, just the gameplay functionality.
Basically, I choose my powerups and abilities by asking myself "what would potentially break the game the most?" and then using it and building levels with it in mind (so yes, the game will actually expect you too climb walls with bubbles at some point)
because well, its a deconstruction.
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