Saturday 19 November 2011

Let There Be Rock

Some small updates, same URL as before: http://dl.dropbox.com/u/14713777/GhoulsnWheels.apk (remove old first and install this instead).

Changes in this version:

Programmer. Composer. Lebemann.
Sound

  • an initial sketch of in-game music by the multi-talented Dennis Saarela. If I wanted to have this game made quickly, should have contracted him. ;)
  • kicking off the game with a skateboarding sound
  • death sound, one part inspired by the awesome shattering sound in old Wizball (though mine is nowhere near as shattering) and for the other part I added the Wilhelm Scream for fun (or lulz).
  • winning sound is just a classic sounding victory fanfare
All the sounds temporary/subject to change. Will see if it's reasonable to add some skateboard landing sounds as well, need to take into account time between contacts.

(think I might have had a crash in the sound playing when testing, not debugged yet, so don't be afraid if that happens :))

Can not fall off the world

Spent way too much time trying to have barriers around the world where the player would die if travelling too far away, but wasn't satisfied with gameplay nor how to visualize this. So now instead, the level has its own "gravity" of sorts and will return the player to the playing field if going too far away. Please let me know how this feels, both as concept in itself and the speed/distance etc.

Zoom out

It's now possible to see the whole level by putting two fingers on the screen at the same time (mostly useful on levels the size of the third one or bigger. Need to take into account even bigger levels and make it possible to scroll as well, perhaps. Currently freezes the action, that may well change.


The rest/the next

No changes to graphics or levels (sadly). Need to find someone to do the graphics. And the levels? :)

Next up should be:

  • timer countdown and objects to pick up and gain more time (this will also be the (high)score)
  • enemies, thinking two kinds for now:
    • flying demon that semi-hunts the player (goes in general direction but not homing directy) and that probably do not cause death, but is more annoying by pushing the player (if that works nicely) which in turn may cause death of course
    • gravity-affected objects such as rocks that will cause death, adding to the puzzle since they will roll and fall according to the changed gravity

After that it's time to start tying things together properly with start/death/win screens and also design some actual levels. 11 days to go, hopefully doable. Now it's time for a beak with some drumming and some (many) beers!

3 comments:

  1. A Quick thought: if you level the device, you can float in the air. This may or may not break the intended gameplay depedning on level design. Maby there should be a constant gravity and you can only change the direction? Then again. .. Changing that may also screw up the good feeling you currently have in the controls...

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  2. I think that is part of the rules of the game and it's just fine -also, when I add some enemies, you don't want to just float around. But I get the point, it should be a fast-paced game more about running around the walls than being in free-float mode... not sure how to do that in a good way apart from level design though. Maybe it would be worth exploring the possibility of glueing the player to the walls but still rotate the gravitation for acceleration... hmmmm..... no, that would break the possibility of gaining speed and making great jumps? I'm open to suggestions!

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  3. I think it is fine with the current control actually. But with the addition of enemies and/or objects I think you need to add the ability to jump when "grounded". Because jumping is cool.

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