Build 0.1.0.3 (14 August 2017) is up!
https://itch.io/jam/lowrezjam2017/rate/166162
Also, updated the game page to include some better (maybe?) instructions
https://anarbitrarymustache.itch.io/tiny-loot-runr-64
UPDATE 4
Been a very busy day. Normally, I do my updates the following morning, but it's already morning and I'm still up so what the hell! I'm just gonna list out what I managed to get done.
- Fixed my pause system - turns out the dug-out blocks weren't pausing. I decided to go back and completely rework how I was pausing, which is now much more flexible. So, hopefully no more problems there. (That would typically be a bug I wouldn't get to until after the JAM).
- We have sound! (not that you can tell from the GIFs though). I think I've completed all of the sound effects (some still need to be tweaked). I have place holder music in place right now. May try to capture a video. Will see how I'm feeling tomorrow.
- 2 new enemies! - which led to me re-working my pathfinding system. The good news is it seems to work better (not perfect still) and the code is much cleaner and compact now.
- "Slug" - very slow and leaves a hazard in his path. Slugs can't crawl out of holes, so dropping one into a hole is a guarantee kill, which can be incredibly dangerous with the mitosis. You can use your digger tool to clear the hazard trail. Slugs won't pickup coins, but will instead "taint" them, turning them into hazards for about 10 seconds. I'm considering having the digger tool remove all connected trail, and then have random breaks so it isn't t
- "Spider" - this enemy doesn't actually hurt you. They seek out coins and then burrow/hide with them. The only way to get the coin back is the use your digger tool on the block the spider is hiding in. If no coins are left in the level the spider with target the player and can steal coins. Spiders do not respawn when destroyed.
- "Slug" - very slow and leaves a hazard in his path. Slugs can't crawl out of holes, so dropping one into a hole is a guarantee kill, which can be incredibly dangerous with the mitosis. You can use your digger tool to clear the hazard trail. Slugs won't pickup coins, but will instead "taint" them, turning them into hazards for about 10 seconds. I'm considering having the digger tool remove all connected trail, and then have random breaks so it isn't t
- New hazard/obstacle? - added "metal" blocks that cannot be removed with your digger tool. To top that off, they will actually cause your tool to backfire and shock/stun your player momentarily. They are easy enough to avoid once you learn the hazard, but as later levels have trickier layouts and multiple mobs (especially once they start respawning and multiplying) you run an increase risk of being jammed up if not careful.
UPDATE 3.1
Grabbed a capture of the "Mitosis" in action.
UPDATE 3 (day 6)
Went back to a style that was closer to the previous. I like the crisper edges on such a small canvas. I didn't have as much time the past two days to work on this as much as I wanted. I spent what time I had working on the enemy AI routine.
In my previous pathfinding code, the enemy would just stop if no path could be found. They now go to the last known location. Because I don't allow enemies to drop from ropes, the AI has no path to the "island" platform in the GIFs above.
I also gave the AI the ability to climb out of holes - just like in the original game. So you will need to time your "digs" if you hope for the enemy to not climb out.
And finally, I worked on the "Mitosis" system (not pictured). What I came up with is when the stage loads, all free squares, minus a one square buffer around the room, are compiled into a list. The list is shuffled and fed into a stack. When an enemy dies, the top value from the stack is popped off and used to spawn another enemy (on top of the original enemy respawning at his original spawn location). When the stack is empty, we've reached our max. However, the likely hood of every making it close to using all the spots is incredibly slim.
I'm hoping to be able to give a decent push this weekend. I'd like to have the core game finished by Monday and just work on polish.
On deck for this weekend:
- Audio - I've started to include some sound effects. I still haven't found exactly what I'm looking for for music but will most likely be putting in some place holders this weekend.
- Second enemy design - not sure how he will differ just yet, but I'd like another challenge as you advance further
- Another challenge - I'm leaning towards a "metal" block that can't be dug out. This should be pretty easy to implement.
- Polish! (like, I'm not happy with my intro screen/menu, so I'm sure I will end up wasting enormous amounts of time tinkering and fidgeting with that)
UPDATE 2 (day 4)
I decided on a name. I also messed around with new pixels, but I think I may have gone too far. The one's above were supposed to be just place holders, but I think I like the feel of them better. I lost that feel in the latest design. Gonna play around some more and see what I can come up with - maybe find a happy medium. I only have two stages made, so I've got quite a bit of work to do making levels. The game is also entirely void of sound at the moment which I need to remedy.
UPDATE 1 (day 2)
I was originally going to try to fit the levels into a 64x64 view, but decided it just wasn't enough pixels to work with for my taste. So instead, I went with 128 x 128 and have a camera. I like the "tension" this adds by not always being able to see where the enemies are. I think I have most of the game mechanics worked out. The enemy path finding took the longest - I don't have a lot of experience with platform path finding, it's definitely different than top down. I fortunately made my life much easier by not having a jump. Currently the path finding doesn't take advantage of the "world wrapping" - but I kind of like the end result.
KICKOFF
I like the addition of the(optional) challenges - I'm going to see how many of them I can work in. I originally wanted to create a FPS in the vain of Wolfenstein or Doom, but decided it may be more work than I have time for. But who knows, I may change direction in a few days and attempt it anyway.
I'm currently envisioning a Lode Runner clone. It was always a favorite of mine back in the day. The main mechanic hits two challenges (Pacifist and Eco-friendly) and I'm thinking I would work in "Mitosis" by having the enemies multiply if they die - may turn out a little too chaotic, but am willing to give it a go. Not sure about the last two challenges. "Freak" wouldn't be that hard, but I'm not getting any ideas for "Yin-Yang" just yet. We will see.
I threw together a quick test of the platform engine. I'm also thinking about including world wrapping. The visuals are very crude at the moment. I should have some artwork mock-ups and further progress on the engine later tonight.