So where did this idea come from? Why is it here?
It's the result of the combination of two software projects, plus an international game jam. As follows:
1. DavidN's custom platformer engine.
I first saw this on the ClickTeam forums. You can download it here (look at the "Advanced" tab):
http://www.clickteam.com/website/world/tutorials
2. Wrim's game demo: "Alex Kidd: Hot Pepper Attack." You can download it here on TDC:
http://create-games.com/download.asp?id=8711
3. Clickteam's ClickJam 2012. It's a worldwide game-making event, where teams from all over the world build games in a day, then choose a winner from each location. I hosted the Baltimore ClickJam, and that's where I developed the beginnings of CDP.
Long story short...I found DavidN's platform engine a few years ago, back when I was first exploring the notions of custom movement engines. I experimented a bit, learning about how important it was to select "Obstacle" in a Background Object's Properties panel. I developed a short platformer featuring a Garden Gnome in search of stolen yard ornaments. It remains unfinished and partially-functional (after I learned how to turn Background Objects into actual Obstacles...see above).
Then, just recently I'd played Wrim's "Alex Kidd: Hot Pepper Attack," and was excited by the second game mode in it, where the player would build platforms one block at a time, and use them to jump their way out of a deep, deep pit. I offered some feedback to Wrim in terms of the movement engine he was using (I personally didn't like moving back and forth between keyboard and mouse, plus the default movement engine is notoriously quirky) and asked if I could develop my own adaptation of it, potentially solving the movement issues I'd identified. He agreed, basically giving me carte blanche to mess around with his idea and adapt it as I saw fit.
Finally, ClickJam came around on the calendar. I'd been waiting for an opportunity to set aside some time dedicated to developing a decent project in MMF2, one that would grant me an opportunity to maybe sink my teeth into an adaptation of Hot Pepper Attack. DavidN's platform engine seemed like a natural fit, and I'd simply wanted to create a version that avoided using mouse controls to do stuff.
So Saturday morning of the ClickJam came around, I set up my laptop, and began adapting DavidN's engine. After about four hours of fiddling around, I'd created a block-generation and block-destruction mechanic, plus a test level to refine my idea. The rest, I suppose, is history.
So thanks to Wrim, DavidN, and of course ClickTeam for helping me bring this little game into the world. I hope that, when I'm finally finished with it, it will be a fun platform-action-puzzler that will keep players interested in exploring hidden and forgotten places: not just in the game world, but also in real life.
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