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Project: Create-Destroy Platformer
Project Started: 13th September, 2012 Last Update: 3rd April, 2013
Project Owner: s-m-r Project Members:
Project Type: Old-Skool Platformer Project Project Progress:
More Info: http://www.let-off.com/software/create-destroy/create-destroy.exe Faves: 1

CDP: Scrappin' Ain't Easy
Posted 28th Oct 12, by s-m-r  
The story of the CDP isn't set in stone, but one of the main ideas I have for the game is that there's a scrapper who goes into abandoned properties and picks up useful leftovers: aluminum, copper pipes, steel, old radiators, etc.

I did a little online research today to help put my brain in gear for some more ideas, and found a pretty incredible subculture of scrappers. There are folks who drive around the city looking for trash that people leave behind. Of course now they use the Internet to communicate and coordinate their efforts, share their insights, and benefit from others' experience. It's an odd discovery, but it's simply a matter of me not really being part of that culture; it's vibrant and communicative, in its own way.

Here's a website that lists commodities pricing to help scrappers:

http://www.scrapmonster.com/

I used it to help me develop some ideas about the different types of scrap the player can find in the abandoned properties. At this point, I have plans to include the following:

- metal sheeting
- copper pipes
- old engine blocks
- scrap iron, like radiators
- CRT televisions
- electrical cable
- fuel containers (petrol or kerosene)

For the master level, I've set it up so that the type of scrap available is randomly determined at the beginning of the level. The player then takes that scrap back to their workshop and can either trade it in the black market, assist other folks who are poverty-stricken and in need of help (sort of like side quests that build the player's main score), or improve their progress in escape (the main objective).

If I had more time or energy, I'd find a way to be more involved with the different improvements available through the scrap that the player acquires. But for this version, I'd like to keep it simple. The main idea at this point is to allow the player to improve on their equipment with the scrap they find, and eventually escape their predicament.

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