davidn: (prince)
[personal profile] davidn
For a few weeks now, I've been saying that I'll put something playable of Todo up, but I just never got it into a position where it felt remotely presentable, even with the caveat that this was not complete work. However, tonight I think I've got it to a pretty good place to call a first prototype - most of the interface works and you can complete a task, so you can see the rough mechanics of the game. Have a go at this!


http://www.clickteam.info/davidn/games/todo/zip/todoprototype1.zip

Your mission, should you choose to accept it, is to acquire a "PipeBit" (which you can't use yet) and collect all 71 available Quest Points. Use the arrow keys with X to jump, and Up to interact with things - Q brings up the menu. You'll find that the game has some holes of varying degrees of hilarity and you have a couple of abilities which you won't really have from the start of the game, but feel free to poke around and do the unexpected - you may be surprised at what I've thought of (or more likely what I haven't).

It may seem slightly disappointing that I've been working on this for a few weeks to achieve roughly three minutes of gameplay, but so much of that time has gone into the backend - taking the base Crystal Towers 2 engine (which you'll see evidence of) and doing it... right. I've grown to love the Hatogate scripting engine as it grows more and more into what the game needs it to do - the game is pretty easy to expand now, and the game so far serves as a decent showcase of what it can do in terms of interacting with objects and characters. The scripts and rooms are all plain text in the "rooms" folder, so you can open them up and fiddle around with them if you like. Best of luck with that.

I haven't been as pleased with my game creation in a long time!

Date: 2013-08-21 02:04 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
For about the people holding/not-holding towards the wall.... just have the kick-off wall's force ignore keyboard directions, and let the player's mid-air momentum come from what keys they hold once they're in the air? (Or, maybe a more obvious 'latch' moment would just make it clear that you don't have to keep holding the key... if people have a moment to hang there, they might be more likely to test things, rather than going "aah I'm falling" and going by instincts like I did at first...)

How would you reach the edge of the screen accidentally by jumping? It seems like putting in invisible walls to work around a level design shortcoming is a strange way to approach it, if I'm understanding right?

Expand Cut Tags

No cut tags

May 2020

S M T W T F S
     12
3456789
1011121314 15 16
171819 20 212223
24252627 28 2930
31      

Most Popular Tags

Page Summary

Style Credit

Page generated Jul. 3rd, 2025 06:55 pm
Powered by Dreamwidth Studios