Stuckie
Member
Heya
Contrary to popular belief, I've not been a lazy git over the months.. I've just been lurking and getting on with uni stuff and so on... so I've made up for it with this long, rambling post
Anyway, I've decided to try and fill in a gap in the homebrew games that everyone seems to scream for at times. My answer to this is a demented action-puzzle game, Tiny Critters.
A quick overview of the game (hastily written at like 3am in the morning the other day, does it show? ):
In the land of Alvonia, there are two main types of creature.
The Critters and the Beasties.
Critters are what can only be described as fluffy yellow things with big feet. Whereas the Beasties are fat red things with horns, big teeth, and a pointy tail.
Also, Critters are quite docile creatures, as well as being incredibly stupid, with the Beasties being vicious and with a taste for Tiny Critter.
Although this might seem doom and gloom for the Critters... save for a few rogue Beasties getting over the mountains, they're separated from their hunters and live quite happily.
However, an evil wizard, Taz, has descended upon the land, destroying the mountains which separated the Critters from the Beasties, and now the Critters need your help!
Try and save as many Critters as you can by leading them to the safety of the caves, away from the Beasties who are too fat to squeeze into them.
Luckily, the Beasties are just as stupid as the Critters and only seem to bounce in straight lines, tending NOT to chase the Critters unless they're in their path.
As a young wizard yourself, you are able to cast walls to deflect the Beasties away from your Critters, as well as placing guide markers on the ground for the Critters to follow. The Beasties can also follow these guide markers, so you may be able to use this to your advantage to lure them away from your Critters.
The problem is, being a bit of a novice to the arts of wizardry, you can't maintain too many spells at the same time, so you will be limited as to how many walls or markers you can create per level. Luckily, you can always recall your spells when they are no longer needed.
But you must hurry! The Beasties are feasting on the poor defenceless Critters! You must save as many as you can!
"Sales blurb" aside, basically you can think of this as mix of Chu Chu Rocket, Lemmings and (in my opinion) the best Lemmings clone that was released, Troddlers. You control a Wizard (who I prolly should name, hehe), as they try to guide the Critters from A -> B by use of guide markers (the arrows in Chu Chu Rocket that control where your mice go ), and walls (that the Critters will hit and turn in a clock-wise direction, whereas the Beasties will just hit it and bounce the other way).
Sounds pretty simple, and it would be if it wasn't for the fact that I'm an evil sod and it features a set amount of Critters to rescue per level, a time limit, hordes of Rabid Beasties, a limit on how many markers and walls you can have placed at one time, and random level generation Though I'd probably include a proper set of levels as well. The Beasties will also attack your character, but the Critters will generally just ignore you and carry on regardless.
I actually already have the game logic done (the random level gen. bit being specifically worked on), as I started it for one of my courseworks earlier this year, I just need to work on the graphical interface and squeezing it down on to the GP2X's screen, and that's where I'm stuck at just now
Being a top-down tile-based game in nature, and having large sprawling levels, I'm not quite sure on what tile sizes I should use (or can get away with, to be honest).
I've done a quick throw-together of 3 tile sizes (20, 30 and 40px squares) with concept art of the two main sprites on the screen size of the GP2X, along with a rough idea of how big the HUD is gonna be. I've already viewed this image on the GP2X itself and it looks like I might even get away with 10x10 at a push (though would prolly need to find a pixel-artist who loves making incredibly small sprites ).
The original proof-of-concept had about 100 odd Critters running around on-screen at any one point, along with about 30-40 odd Beasties trying to eat them. Seeing as there will obviously be a lot going on, I don't want to overwhelm the player with a screen full of tiny 10x10 sprites running amok, nor do I want to have massive 40x40 sprites where the player can't see what's going on around them (Ofcourse, a mini-map would help in this respect, hence the large HUD placekeeper).
Culling back the amount of sprites that will be in the level at any one time would also help, including the level sizes (they're something like 80x80 tiles in the proof), but that would kind of knock off the frantic Lemmingy-ness I'm going for.
So what's the general views on my rather bizarre game idea?
Firstly, tile sizes.. ofcourse without a proper playable mock-up, it'll be hard to judge at this stage, but I'm thinking that 20x20 seems alright. What about you lot?
Secondly, please don't ask for the proof-of-concept... it was done for a coursework submission on PS2Linux (using nCurses of all things) and the only bits of sourcecode I kept were the level generation and AI (the important bits), I will have a mock-up done as soon as I can, so please be patient
Finally, you're going to have to be patient anyway, as I always have a lot of stuff to do at any one time so hassling me to release things will get you squat
Before I run off, here's the two original concept drawings I did for the Critter and the Beastie:
http://gamez.stuckieworld.net/gamez/tinycr...tinycritter.png and http://gamez.stuckieworld.net/gamez/tinycritters/beastie.png
My art isn't exactly the best, but it fits the game style I'm going for -- cute and cartoony. The game is just meant to be fun and if the proof was anything to go by ( there were always a few people loading it up in the labs to play it at times, hehe) it should be a fiendishly addictive little game.. pretty much like the three games it's heavily influenced by -- Lemmings, Troddlers and Chu Chu Rocket, of which I highly recommend to anyone who hasn't had a chance to play those gems yet.
Contrary to popular belief, I've not been a lazy git over the months.. I've just been lurking and getting on with uni stuff and so on... so I've made up for it with this long, rambling post
Anyway, I've decided to try and fill in a gap in the homebrew games that everyone seems to scream for at times. My answer to this is a demented action-puzzle game, Tiny Critters.
A quick overview of the game (hastily written at like 3am in the morning the other day, does it show? ):
In the land of Alvonia, there are two main types of creature.
The Critters and the Beasties.
Critters are what can only be described as fluffy yellow things with big feet. Whereas the Beasties are fat red things with horns, big teeth, and a pointy tail.
Also, Critters are quite docile creatures, as well as being incredibly stupid, with the Beasties being vicious and with a taste for Tiny Critter.
Although this might seem doom and gloom for the Critters... save for a few rogue Beasties getting over the mountains, they're separated from their hunters and live quite happily.
However, an evil wizard, Taz, has descended upon the land, destroying the mountains which separated the Critters from the Beasties, and now the Critters need your help!
Try and save as many Critters as you can by leading them to the safety of the caves, away from the Beasties who are too fat to squeeze into them.
Luckily, the Beasties are just as stupid as the Critters and only seem to bounce in straight lines, tending NOT to chase the Critters unless they're in their path.
As a young wizard yourself, you are able to cast walls to deflect the Beasties away from your Critters, as well as placing guide markers on the ground for the Critters to follow. The Beasties can also follow these guide markers, so you may be able to use this to your advantage to lure them away from your Critters.
The problem is, being a bit of a novice to the arts of wizardry, you can't maintain too many spells at the same time, so you will be limited as to how many walls or markers you can create per level. Luckily, you can always recall your spells when they are no longer needed.
But you must hurry! The Beasties are feasting on the poor defenceless Critters! You must save as many as you can!
"Sales blurb" aside, basically you can think of this as mix of Chu Chu Rocket, Lemmings and (in my opinion) the best Lemmings clone that was released, Troddlers. You control a Wizard (who I prolly should name, hehe), as they try to guide the Critters from A -> B by use of guide markers (the arrows in Chu Chu Rocket that control where your mice go ), and walls (that the Critters will hit and turn in a clock-wise direction, whereas the Beasties will just hit it and bounce the other way).
Sounds pretty simple, and it would be if it wasn't for the fact that I'm an evil sod and it features a set amount of Critters to rescue per level, a time limit, hordes of Rabid Beasties, a limit on how many markers and walls you can have placed at one time, and random level generation Though I'd probably include a proper set of levels as well. The Beasties will also attack your character, but the Critters will generally just ignore you and carry on regardless.
I actually already have the game logic done (the random level gen. bit being specifically worked on), as I started it for one of my courseworks earlier this year, I just need to work on the graphical interface and squeezing it down on to the GP2X's screen, and that's where I'm stuck at just now
Being a top-down tile-based game in nature, and having large sprawling levels, I'm not quite sure on what tile sizes I should use (or can get away with, to be honest).
I've done a quick throw-together of 3 tile sizes (20, 30 and 40px squares) with concept art of the two main sprites on the screen size of the GP2X, along with a rough idea of how big the HUD is gonna be. I've already viewed this image on the GP2X itself and it looks like I might even get away with 10x10 at a push (though would prolly need to find a pixel-artist who loves making incredibly small sprites ).
The original proof-of-concept had about 100 odd Critters running around on-screen at any one point, along with about 30-40 odd Beasties trying to eat them. Seeing as there will obviously be a lot going on, I don't want to overwhelm the player with a screen full of tiny 10x10 sprites running amok, nor do I want to have massive 40x40 sprites where the player can't see what's going on around them (Ofcourse, a mini-map would help in this respect, hence the large HUD placekeeper).
Culling back the amount of sprites that will be in the level at any one time would also help, including the level sizes (they're something like 80x80 tiles in the proof), but that would kind of knock off the frantic Lemmingy-ness I'm going for.
So what's the general views on my rather bizarre game idea?
Firstly, tile sizes.. ofcourse without a proper playable mock-up, it'll be hard to judge at this stage, but I'm thinking that 20x20 seems alright. What about you lot?
Secondly, please don't ask for the proof-of-concept... it was done for a coursework submission on PS2Linux (using nCurses of all things) and the only bits of sourcecode I kept were the level generation and AI (the important bits), I will have a mock-up done as soon as I can, so please be patient
Finally, you're going to have to be patient anyway, as I always have a lot of stuff to do at any one time so hassling me to release things will get you squat
Before I run off, here's the two original concept drawings I did for the Critter and the Beastie:
http://gamez.stuckieworld.net/gamez/tinycr...tinycritter.png and http://gamez.stuckieworld.net/gamez/tinycritters/beastie.png
My art isn't exactly the best, but it fits the game style I'm going for -- cute and cartoony. The game is just meant to be fun and if the proof was anything to go by ( there were always a few people loading it up in the labs to play it at times, hehe) it should be a fiendishly addictive little game.. pretty much like the three games it's heavily influenced by -- Lemmings, Troddlers and Chu Chu Rocket, of which I highly recommend to anyone who hasn't had a chance to play those gems yet.