After finishing Treasure Tower ( http://wired.st-and.ac.uk/~wong/treasuretower/ ) at the end of last semester, I eventually decided that it was high time to write a game that didn't have "Tower" in its title. The trouble with this one is that I can't think of a name at all. It's what I'm calling a "semi-remake" of Apogee's Secret Agent ( http://www.3drealms.com/agent/index.html ), a platformer that you might remember from 1991 (and you might notice one level in the screenshots on that page that's rather similar to one of the screenshots below). It's my first joint project - most of the character graphics are being done by deadguy.jf.
The object of the original game was to complete sixteen levels on an island by finding a floppy disk to deactivate a laser field, destroying a security radar, then dynamiting the door to the exit. In the as-yet-untitled update, each level has a unique set of objectives, ranging from simply finding or destroying items to more complex missions. Each level is started with three lives and five shots, though more ammo can be collected during the missions.
You play as Special Agent Robert, whose latest assignment is to reach one of the remote islands owned by the S.D.D.S. (the Society for the Development of Diabolical Schemes) and to sabotage their buildings. This will prevent them from being able to carry out their world-threatening plans, such as flooding the crisp market with Prawn Cocktail flavour, and giving Jeremy Beadle another daytime TV programme.
Like absolutely everything these days, players will be able to submit their scores to an online high score board. This time, the feature has been planned from the start rather than tacked on at the end like my last game. Every level will feature two modes. Graded Mode is for normal gameplay, and performance in this mode is graded according to how efficiently and completely a player finished the level. After a level has been completed in this mode, then Time Attack will also be available - this time, the only performance measure is the time taken to complete the level. The timer can be stopped temporarily by collecting the clock icons that appear.
A minisite for the game has been put up at http://wired.st-and.ac.uk/~wong/agent/. This includes a development log on the front page so you can see the progress that's been made so far - there's a Comment feature for giving feedback there as well.
And any suggestions for a title would be most welcome.
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