Alex.
Retired
- Joined
- Aug 24, 2005
- Messages
- 4,616
With most exams out of the way, as well as the community contest being over, yesterday I started work on a new project (C/SDL). The base concept is similar to the classic snake game, with a couple of twists.
The snake can move in 360 degrees, no more of the up/right/down/left nonsense The level "map" can be of any size, with the camera following the snake as it moves about. There can be an unlimited number of objects to collect on-screen, as well as any number of walls to make things harder. One of the game modes I have in mind involves a linear play, advancing through progressively challenging levels, trying to collect everything (more objects may appear as you wolf down some). There will be two types of worms, a normal one (seen here), and a fatter one, which will move at slower speeds, thus being easier to control, but at the same time harder to avoid obstacles with. Oh, and the snake doesn't die if hitting its own tail, that's one frustrating part of the genre I'm leaving out
I'd like to hear game-mode requests, general feedback, anything that could influence me in a way or another. I hope to complete a demo of this by the 24th, and release it then. Until then, I'll listen to what you have to say here and update on my progress, along with due screenshots. Speaking of which, here's two:
It looks a lot more fun on the 2X, with the glowing animated bullets and smooth snake moving about Also, the large density of bullets is just an engine stress test, actual levels will have a proper design (also level design is not tile-mapped, so there is total freedom in placing things on the level map)
Controls are simple, A steers the snake to the left, and B to the right.
- Alex
The snake can move in 360 degrees, no more of the up/right/down/left nonsense The level "map" can be of any size, with the camera following the snake as it moves about. There can be an unlimited number of objects to collect on-screen, as well as any number of walls to make things harder. One of the game modes I have in mind involves a linear play, advancing through progressively challenging levels, trying to collect everything (more objects may appear as you wolf down some). There will be two types of worms, a normal one (seen here), and a fatter one, which will move at slower speeds, thus being easier to control, but at the same time harder to avoid obstacles with. Oh, and the snake doesn't die if hitting its own tail, that's one frustrating part of the genre I'm leaving out
I'd like to hear game-mode requests, general feedback, anything that could influence me in a way or another. I hope to complete a demo of this by the 24th, and release it then. Until then, I'll listen to what you have to say here and update on my progress, along with due screenshots. Speaking of which, here's two:
It looks a lot more fun on the 2X, with the glowing animated bullets and smooth snake moving about Also, the large density of bullets is just an engine stress test, actual levels will have a proper design (also level design is not tile-mapped, so there is total freedom in placing things on the level map)
Controls are simple, A steers the snake to the left, and B to the right.
- Alex