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Mouse 64

A topic by hacked.design created Aug 02, 2020 Views: 428 Replies: 13
Viewing posts 1 to 13

So, Mouse is a a top down 2D cyberpunk rpg I've been working on and off on forever and ever. When I saw this Jam, I got an idea to take the same world into a completely different game. Still not 100% settled on the gameplay, but the gist is an unforgiving, stealthy platform shooter. I'm not the best pixel artist, but hopefully can put something decent together.

I like the 15 day timeframe, hopefully things can be a little more relaxed than the usual jam franticness. I'm happy with the '64'ness working in Unity, along with the basic movement happening.



You say you’re not the best pixel artist but it looks good to me!

(1 edit)

Dark Souls vibes?


Random level generation and preliminary shooting mechanics are done. Would have hoped to have a little bit more of the AI behaviour complete by now.


TODO list:

    1. Complete bad guy behaviours
    2. More bad guy types
    3. Alert events
    4. More environment sprites
    5. Mission select 'level'
    6. Mission stuffs
    7. Level complete screen
    8. Save slots
    9. Sound
    10. Polish

    10 items, 10 days. Wouldn't mind a bit more time up my sleeve. Will have to pull my finger out the next couple of days.

    (1 edit)

    Part of the (completed) intro sequence





    Completed work on this level select / dialog screen. Most of the bad guy behaviour. And some additional sprites.

    Hey man, this is looking so freaking awesome! I know what one of the first games I’m going to be rating when the jam ends!!

    Thanks! Though I wouldn't get too excited just yet, the game play is a little too simple, so far.

    Today was less visual, though I did make some tweaks along the way. Today was mostly about transitioning between the mission select and playing levels. Some Main Menu UI additions for the options and game slot screens. There's mission start and mission end screen now too. The first sound is in too, a gunshot plays now. Some tweaks. Too much time spent setting up npc animations. Still lots to go. Most important thing to do next is to add a few new bad guy types (drones) so that the gameplay is not just, run through level, click to shoot when a guard shows up on screen.


    Updates. 

    Most of the core game is up to speed. Over the remaining jam time, the plan is to write some music. Add some more planned enemy types (turrets and wall spiders). And then content content content, polish polish polish.

    The game will randomly generate 64 levels. They way things have panned out, it reminds me a little of a side scrolling Hotline Miami, with a small stealth/infiltration element. Only 100% shittier. Bang the door open and shoot first or stealth past to survive another day.





    Spent today writing some music. I find myself once again leaning heavily on A minor. These are the ideas so far:

    Menu theme: http://hackeddesign.com/mouse64/music/menu-idea-2.mp3

    Mission select theme (i.e. the unemployment blues): http://hackeddesign.com/mouse64/music/mission-select-2.mp3

    BG Track 1: http://hackeddesign.com/mouse64/music/idea-3-extended.mp3

    Not sure I set out originally intending to write something so heavy, but hey. Doom influences are obvious.

    This is my todo list:

    • itch project page & screenshots
    • copy darker floor from mission select to environment
    • player pref
      • Full screen tick
      • sens -> look speed
    • mission complete score
    • max levels / game over screen
    • fix 'can see stealth'
    • Fix level gen randomization/overlap
    • fix cannon pre-die animation
    • random corp & names
    • random level select menu option
    • more level/env bg options
    • more reasons to crouch
    • Rain particles during hotdog
    • greebles/overlays
    • Flickering lights + Atmosphere
    • More hack screen benefits?
    • Update frame to mouse frames? Add 'texture'
    • Wall spider drones
    • Flying drones

    As well as add more music. So still quite the bit to do

    Almost done. Just wrapping up the last few remaining things tomorrow, plus some play testing, then I'll upload the builds.

    Todo:

    • fill in itch.io project page
      • description
      • how to play
      • screenshots
    • finish inter level dialogue
      • whoever said you shouldn't dodge your problems, has never had a bullet fired at them
      • ever thought about being a hotdog reviewer? Don't. You're too good for business
      • someone once told me not to eat the buns on friday. That's absurd.
    • random level select menu option
      • pick difficulty
      • pick length
      • pick music
    • test xbox controller support
    • fix why the quit/start menu doesn't reset game properly
    • add more reasons to crouch

    The game got a slight name change, and is now called Mouse 2064, to suit it's storeline, after which I threw some fonts at a wall and came up with a logo, which I then crunched into the ingame 64 pixel logo


    I honestly can't even remember all the things I've added since last update, so have some screenshots

    And we're done:

    https://hackeddesign.itch.io/mouse2064

    https://itch.io/jam/lowrezjam-2020/rate/729896

    (1 edit)

    Uploaded a WebGL build now. The WebGL was having all sorts of issues during dev, but it seems to be working now.

    Also, bah, two jams in a row that I've screwed up the WASD keys. I don't use them, so I didn't notice in the final build they were messed up. Uploaded a new fix.