JDGBOLT
Member
- Joined
- Aug 29, 2008
- Messages
- 103
Me and ESN are teaming up to work on a project entry for the RIOTdigital competition, of which the game idea has actually been banging around my head since the start of the last competition, but didn't get much work done on it. This will be my first game and programming project, so this will be quite a learning experience, so to do something a bit different than the norm, I am going to do most of the development out in the open, doing various posts when I have time for what I have implemented for that day, posts for some of the technical decisions that I make for the design and such, and, also, once I get a bit further along with the code, putting it up on github for the entire world to see.
Synopsis
The game takes place within a haunted mansion, with the main character being somewhat of a dopey kind of chap, who is a walking disaster waiting to happen. Who after being a bit too clumsy and knocking over a lit candle, now has to run away from the inferno that he has created. The inhabitants of this particular haunted house are none too happy with this development, and will do everything they can to prevent him escaping. The tagline for this game is: Flee fire, dodge monsters, and solve puzzles. It's kind of a survival horror puzzler game, there is no direct way to attack the enemies, your only recourse is to set parts of the game world on fire, hoping to get them caught in the blaze, and this is also how you will solve the game's puzzles, the total design of which I haven't quite worked out yet, but will consist of places where you can start fires, with various different types of objects catching fire. The types of objects that you would find in an old, derelict wooden mansion. Things like curtains, cobwebs, rope, books, probably others, will be implemented into the design of the puzzles. There will also be collectible keys and switches and other standard puzzle fair that will be used for bonus collectibles scattered throughout the level that, if you are fast enough, you might get the chance to get. The reason for this is you are in a burning building, as time progresses, more and more of the level will be burned away, taking the collectibles with it. So you have to act fast to get them, and it will provide incentive to replay levels, trying to grab all the secrets as fast as you can.
Enemies
There are 3 enemies planned for the game, each with different characteristics and ways of coping with them.
Brainless
These enemies are slug or wormlike monstrosities with a nice mouth of shiny teeth that kind of hop/lumber slowly along, but that can lunge at you trying to grab a piece. They are slow enemies, but their lunges can offer a surprising amount of speed that you have to duck and slide under, as they are quite spiny and can hurt just by touching you. They can be quite dangerous if you aren't careful, and they make a nice whisperly cry for brains.
Mindless
These enemies are small, very fast, puffball like creatures, that spin along the game world very quickly and do hops to try to latch onto our poor protagonists head, reversing controls or other such effects, that can be annoying, and deadly when combined with fire and enemies. They are quite fast, but that is also their weakness, once they start jumping, they only move along a predetermined path, being so fast and lightweight. They are more annoying than anything, but can be quite deadly if they affect you at the most inopportune of times.
Fearless
These enemies are a modification of the classic charging creature type, I envision them as sort of a bull-like humanoid, who charge you, but who you can hop over if you time it right, but watch out, as they also lunge their heads upward trying to get you, too late and you might have a few more holes than you remember. This tendency is a part of their weakness, losing sight in front of them, and having a tendency to crash into objects if the jump is timed right.
I haven't done much of the coding, starting coding about a week ago coding my skeleton of the game, so there isn't much to show at this point, mostly game ideas and ideas for how to implement them in code. I haven't done much c++ programming at all, so this is very much a learning experience. I'm hoping to be done enough with it for the RIOTdigital competition, but we will see how things progress. Over the next couple of posts, I'll be going through some of the technical details for how I am designing it, partially to help me sort out my own thoughts, but may be boring to the nonprogrammers who aren't interested in that sort of stuff. I will likely be putting in game design ideas here and there, intersparsed with the more technical details, of which it would be great to have feedback, as I have but one mind, and I have never programmed a game before.
Synopsis
The game takes place within a haunted mansion, with the main character being somewhat of a dopey kind of chap, who is a walking disaster waiting to happen. Who after being a bit too clumsy and knocking over a lit candle, now has to run away from the inferno that he has created. The inhabitants of this particular haunted house are none too happy with this development, and will do everything they can to prevent him escaping. The tagline for this game is: Flee fire, dodge monsters, and solve puzzles. It's kind of a survival horror puzzler game, there is no direct way to attack the enemies, your only recourse is to set parts of the game world on fire, hoping to get them caught in the blaze, and this is also how you will solve the game's puzzles, the total design of which I haven't quite worked out yet, but will consist of places where you can start fires, with various different types of objects catching fire. The types of objects that you would find in an old, derelict wooden mansion. Things like curtains, cobwebs, rope, books, probably others, will be implemented into the design of the puzzles. There will also be collectible keys and switches and other standard puzzle fair that will be used for bonus collectibles scattered throughout the level that, if you are fast enough, you might get the chance to get. The reason for this is you are in a burning building, as time progresses, more and more of the level will be burned away, taking the collectibles with it. So you have to act fast to get them, and it will provide incentive to replay levels, trying to grab all the secrets as fast as you can.
Enemies
There are 3 enemies planned for the game, each with different characteristics and ways of coping with them.
Brainless
These enemies are slug or wormlike monstrosities with a nice mouth of shiny teeth that kind of hop/lumber slowly along, but that can lunge at you trying to grab a piece. They are slow enemies, but their lunges can offer a surprising amount of speed that you have to duck and slide under, as they are quite spiny and can hurt just by touching you. They can be quite dangerous if you aren't careful, and they make a nice whisperly cry for brains.
Mindless
These enemies are small, very fast, puffball like creatures, that spin along the game world very quickly and do hops to try to latch onto our poor protagonists head, reversing controls or other such effects, that can be annoying, and deadly when combined with fire and enemies. They are quite fast, but that is also their weakness, once they start jumping, they only move along a predetermined path, being so fast and lightweight. They are more annoying than anything, but can be quite deadly if they affect you at the most inopportune of times.
Fearless
These enemies are a modification of the classic charging creature type, I envision them as sort of a bull-like humanoid, who charge you, but who you can hop over if you time it right, but watch out, as they also lunge their heads upward trying to get you, too late and you might have a few more holes than you remember. This tendency is a part of their weakness, losing sight in front of them, and having a tendency to crash into objects if the jump is timed right.
I haven't done much of the coding, starting coding about a week ago coding my skeleton of the game, so there isn't much to show at this point, mostly game ideas and ideas for how to implement them in code. I haven't done much c++ programming at all, so this is very much a learning experience. I'm hoping to be done enough with it for the RIOTdigital competition, but we will see how things progress. Over the next couple of posts, I'll be going through some of the technical details for how I am designing it, partially to help me sort out my own thoughts, but may be boring to the nonprogrammers who aren't interested in that sort of stuff. I will likely be putting in game design ideas here and there, intersparsed with the more technical details, of which it would be great to have feedback, as I have but one mind, and I have never programmed a game before.