Project: Raiders
Project Started: |
15th November, 2010 |
Last Update: |
15th October, 2011 |
Project Owner: |
s-m-r |
Project Members: |
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Project Type: |
Single-button; Arcade Action |
Project Progress: |
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More Info: |
n/a |
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Project Overview |
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Inspired by a thread here at TDC, and intrigued with the possibility of another challenge, I'm creating an action game that utilizes only a single-button to do everything.
The current game features a viking marauder that the player moves across the screen, navigating his way to pick up treasures. Plans include an overworld map and several different locations to visit on your way to plundering the vast riches of the Dark Ages.
For more information on the roots of one-switch games (by no means is this to be considered the definitive source of info on the topic):
http://www.game-accessibility.com/index.php?pagefile=motoric
And more info, the highly-regarded "One Switch UK."
http://www.oneswitch.org.uk/
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Resurrected...Now, With Screen Shots
Posted 15th Oct 11, by s-m-r
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I was digging around in my old projects file earlier today, and uncovered this old project. I'm still intrigued with it, and I just may take it on next and complete it. However, I would like to find someone to take care of the art assets for the game. We'll see. This will probably picked up again in early 2012, at the earliest.
These screen shots show a few things:
- the overworld map with a rudimentary topographic map and placeholders for the different settlements that can be invaded
- the confirmation menu for invading a settlement
- the action screen, where a player moves their raider around a smaller-scale, more detailed map where they attack soldiers and collect loot
- the confirmation screen that allows a player to leave a settlement map once they have taken all they can
I'm still happy with the game engine. The main idea behind it is as follows:
- player is stationary; their directional arrow continually rotates clockwise
- when the player presses and holds the space bar, the arrow stops rotating and a movement bar begins to fill
- when the player releases the space bar, the player character jets off in the direction of the arrow, using the movement bar value as momentum
- once the player's movement bar is completely depleted, the movement arrow begins to rotate again.
The player character object bounces off of obstacles, so it's not just a mad dash around the map unobstructed. Rather, it's a mad dash around the map while using your hand-eye coordination and timing to move in the direction you want at the velocity you want, avoiding taking damage (which isn't coded just yet) and various obstacles that stand in your way: tents, debris, campfires, etc.
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refining the engine
Posted 29th Nov 10, by s-m-r
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to say that updating the engine was in my plans would be a lie. the truth of the matter is that the original file had become corrupted somehow, and i had to redo everything. however, i'm much more pleased with what i have now; two days' worth of coding over the holiday has rebuilt the engines for the overmap and the different settlements.
engine workings:
everything is still working with the press of a single button.
the player can travel to the different settlements, enter, and upon returning to the overmap they begin at the location from which they last left the map. a "supplies" counter steadily ticks down, affording some urgency to the player's actions.
upon colliding with a settlement, action is suspended while a menu pops up and asks the player if they would like to raid the location. when they hold the button down, a horizontal bar counter fills; the player can let go of the button at any time to reset the timer, but if they hold it down long enough (about 3 seconds) the action shifts to the settlement map.
once at a settlement map, the player moves around by pressing the button, holding it down to "charge" up their speed meter (a horizontal bar counter). once the button is released, the player moves in the direction indicated upon the speed meter.
to do:
- nine separate settlements to investigate (one completed, for engine testing)
- additional maps accessible from within some of the locations; these would be essentially new frames set up like settlements, but interior locations: caves, monasteries and cathedrals, halls, etc.
- finish coding enemies. these include:
->spearmen (completed)
->archers (completed)
->slingers (weaker but faster-loading archers)
->swordsmen (spearmen that can also block)
->patrollers (walking spearmen)
->warriors (walking swordsmen)
- additional types of treasures:
->arms and armour
->cattle and other livestock
->various gems, jewelry, etc.
->something to help the player regain health (?)
->different player sprites (with modified attributes for each) to choose at start (?)
i will be seeking additional artwork help to make this project happen, for release sometime in early 2011. if you are interested in doing artwork for this game, please send me a private message.
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engine basics
Posted 18th Nov 10, by s-m-r
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i've worked out and came up with prototypes for the main screens of the game at this point, and they're working well. here's an explanation of the two main gameplay areas.
--OVERMAP--
this is a larger, game-world space, where the player's ship moves across the world, sailing through the oceans. the player controls basic navigational tasks such as the direction of where their ship is headed. when they impact a possible raid location, a small menu pops up, asking them if they want to visit. if yes, they jump to a village map. if no, they can continue to sail.
--VILLAGE MAP--
this is the more action-oriented segment of the game, where the player moves their raider across the map in search of enemies to defeat and treasures to claim. once all treasures have been picked up, the player can leave the map. this returns them to the overworld map area, to the same point where they jumped to the village map.
TO DO:
here are some basic plans on how i want to proceed, now that i have a general idea about where i want this game to go. detailed below are what i consider the "next steps" for an essential, bare-bones release. extras to add additional gameplay elements will follow.
-time limit: i want to have a time limit on how long the player can sail around and raid stuff. this can best be signified by "supplies" or "rations" or "food and water" on the overmap screen.
-increase time limit: allow the player to salvage more supplies so they can extend their voyage.
-variety of locations: some villages may be more fortified than others. the player will receive notice of this when asked if they want to invade a particular location.
-different enemies: i have stationary "foot soldiers" at this point. i also want to add in enemies that move, as well as enemies that shoot projectiles at the player when the player is close enough.
-complete overmap: i would like the player to be able to visit perhaps a dozen different locations, each with their own maps and enemy/treasure layouts.
have suggestions? please let me know. thanks for reading!
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