Let’s Make a Game: Runaway Rabbit Released! February 1, 2015Posted by eric22222 in Game Development, General.
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Runaway Rabbit is out now! Click here to get it for free! Yes, free!
The whole game can be beaten in about an hour, but getting 100% takes a lot more time. The full game has about 25 levels (including 3 bosses). I’ve finally found some decent gif-capturing software, so check out some footage below. Click for full 640 by 480 glory.
Let’s Make a Game: Runaway Rabbit Demo! November 12, 2014Posted by eric22222 in Game Development, General.
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Let’s Make a Game: Content, Content, Content! October 12, 2014Posted by eric22222 in Game Development, General.
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I’ve gotten about 14 levels fully completed (plus one battle) across three worlds. I’m trying to add something new to every level, but that dramatically slows down my progress.
Screenshots below, click to view full size.
Let’s Make a Game: Quick Update May 18, 2014Posted by eric22222 in Game Development, General.
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With less and less new features to add, I’ve had less to post about. For the past few weeks, I’ve been working almost entirely on implementing placeholder functions and features that had never made it past planning until now. The main hurdle coming up is just going to be adding more content. I’ve got four levels fully working, but I’m hoping to have somewhere in the neighborhood of fifty.
There may be a demo available in the future, either as a downloadable exe or, if I can get the hosting figured out, an in-browser HTML5 version.
Thanks for the feedback these past weeks. It’s helped we to figure out just where I want to go with this project. Now it’s just a matter of carrying through. I’ll continue to post any blog-worthy ideas I want to discuss, but I think most of time will be going into furthering the project, now.
Bonus screenshot (of a bonus challenge):
Let’s Make a Game: Reorganization April 27, 2014Posted by eric22222 in Game Development, General.
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Before I started blogging about this project, I had already made some significant progress into it. The posts have nearly caught up with my actual progress (the circuits took much longer than I’d like to admit), so my blogging schedule may slow down a little.
At this point I’ve been adding a handful of features, but I’ve mostly been spending time tackling old TO-DO comments and cleaning up some of the functions that were just barely held together. A quick summary of unblogged accomplishments:
- Enemies: I’ve got three very different enemies in place, all on a sort of garden theme for an early-game level. The snail wanders back and forth, the angry sunflower (sunglower?) throws its petals at you, and the bumblebee wanders around aimlessly until you get too close. The nice thing about these is that I’ve got most of the movement functions in their own little file, each parameterized so I can reuse them with other enemies. For instance, I could have another enemy that moves like the snail, but at a different speed.
- Mouse control: I’ve gone back on my previous decision to stick with keyboard-only controls. It’s not very intuitive to be moving and aiming at the same time. I may revisit keyboard control for the bow as an option, but the mouse is so much more intuitive.
- Weaponry: I’ve updated the player code so that weapons can be cycled through with the scroll wheel. When unarmed, the player can wall-jump, flutter-jump, and run a little faster. I’ve also added a slingshot that fires green peas as a second weapon (another fun idea from my wife).
- Centralized stats: player and weapon statistics are now held in one file instead of being hard-coded. I can now make in-game adjustments to jump height, running speed, weapon damage, and just about anything else.
I’ll be happy to go into more details on any of these by request. For now, the big thing I’m going to need to figure out is exactly how I want the game to play. I’ve got lots of things to hammer out that I really haven’t needed to worry about until now. But I’m going to have to actually start making levels soon, and I’m still not exactly sure how that will play out. Will it be totally open-world exploration a la Metroid? Single exit per level but multiple path level-select like Super Mario Bros 3? I really like, um… “level encapsulation” (?), but I’m not sure how to… hm. There’s lots of different ways that just completing a level works, and I don’t know any official terms to describe it. I guess I’ll spend some time thinking about these things before going into level design:
- How will the level-select structure work? (Must all levels be completed? Are there branching paths from some levels?)
- How does a single level work? (Do you just get to the end to complete it? Are there required collectibles?)
- How does ammo/combat work? (Do I have to conserve items? How viable in combat am I when unarmed?)
- How are boss battles going to work? (No clue.)
So that’s where we stand right now. There are a lot of ways that the project could go at this point, and it’ll depend on the conclusions I reach while trying to figure this out. This project hasn’t really been difficult at this point, it’s just taken some solid work and a little math. This is the point where I’m no longer thinking about how the inertia physics work or how many pixels per second squared is reasonable for a gravity constant. This is the point where I’m actually designing the game.