Friday, December 23, 2011

Merry X-Mas! + Update on CuiCD and VT

First of all, Merry Christmas!

Work on CuiCD has been semi-OK, stuff has been getting done and hope to get it finished soon. Main things left to do in it are:
  • Add menus: main, pause, options, achievements!
  • Cutscenes: intro, little "hi bad guy!" and ending.
  • Screens: how-to-play (before playing), how-to-fly, how-to-fly-combat, beat level!
  • Achievements: actually add them in.
  • Final level three area.
  • Pre-Boss fun maze.
  • Sound/Music.
Think that sums up what is left to do. Most of it is boring stuff (yay!) but shouldn't take too long to finish up, test, add sound, get and add music (I plan on having the game done before it gets made).

Once that is done, it'll be time to work on the biggie. Oh yes, I mean  biggie. The Vest Trials will push my limits and will allow me to explore some new areas whilst making areas to explore! The levels are going to be not only platforming goodness but also include exploration and some RPG elements. There will be baddies/boss etc. Don't really want to spoil anything for now as most still isn't set in stone, but I'm looking very forward to working on it.

Anyways, hope all readers have a Merry Christmas and happy holidays, will be putting up next post when CuiCD gets released!

Saturday, December 10, 2011

Caught up in Carl's Dream

For the past few weeks I've been working on a small project titled Caught up in Carl's Dream (CuiCD). The game is relatively short, with three regular levels and a boss level. It was originally being made for the GameJolt competition earlier this year, but because of commitments to university I couldn't have it done in time (I feel as if this has happened before...).

The game itself is mainly just a regular platformer with some baddies, collectibles and achievements. Being the lazy person I am there are no ways to defeat the enemies, just dodge them. Collectibles don't really play a main part in the game except helping the player complete achievements, such as:
  • Collecting all collectibles in a level.
  • Defeating the boss without losing any health.
  • Completing levels without losing a life.
Hopefully adding these will make an easy-ish game more difficult for those who want to complete it fully.

There is still a bit to work left to do at current, like adding music, sounds, completing the Overworld, third level, pre-boss area, cutscenes, HUD and menus to name a few. Although things should speed up a bit more as most of the more time-consuming tasks (making levels/rooms) are done.
A look at the game's Overworld.
I consider this game more of a 'experimental' type, as work on my next game (Vest Trials) will mean me thinking up some new fresh gameplay elements and fun puzzle-type levels that make it more then 'just a platformer game'.
One of the heap of 'enemies' - the Crushers.
So that pretty much sums it up! Once I get more things done such as menus, the third level, completed overworld etc. I'll put up another blog post with more screenshots.

Andrew