The Daily Click ::. Projects ::. Create-Destroy Platformer
 

Project: Create-Destroy Platformer
Project Started: 13th September, 2012 Last Update: 3rd April, 2013
Project Owner: s-m-r Project Members:
Project Type: Old-Skool Platformer Project Project Progress:
More Info: http://www.let-off.com/software/create-destroy/create-destroy.exe Faves: 1

CDP: New Build; Workshop; Future Plans for CDP
Posted 18th Nov 12, by s-m-r  
The most recent build is now available, dated 17 November 2012. You can download it in the "More Info" link above.

Changes:
- workshop is implemented; the player can see a list of their current scrap, buy and sell parts, and complete work orders. You'll also see numbers for order quotas (both the number required and current amount completed) and days passed. Although these are game-related, they are not completely implemented yet. Nor is the "Forge a Work Order" button implemented.

Other updates/fixes:

- fixed trigger and collision issues with the blocks that fall from the ceiling. Also note that now these will destroy the blocks created by the player. Treat them with caution.
- changed background music in one of the levels to better fit with the theme.
- changed payout for player selling scrap to HALF of listed price/"market rate". I felt it was way too easy to make a ton of cash, so I reduced the profit margin to make it necessary to actually play game levels...
- converted all controls in Workshop to keyboard commands. I mentioned in a previous build that I hate it when games make players constantly switch between keyboard and mouse controls, so as of this version I am no longer a hypocrite.

Upcoming Plans:
- finish implementing the quotas and all related gameplay aspects. This would include a 'game over' condition (for failure at least), as well as some perks for completing quotas early and perhaps even an "employee of the week" bonus.
- implement the player's main objective: their "bug out vehicle."
- Mayyyyyyyyybe work on the jumping engine for underwater levels.
- compactors and additional AI opponents. These were listed in my initial to-do checklist, and I might come back to them at some point.
- recruit a sound artist
- recruit a pixel artist
- come up with a decent title for this project

So how will the player win the game?
Long story short: the player is trying to build a rocket-car or something like that to escape the MegaCity in which they live, seeking a rumoured commune out in the wastelands to carry out the rest of their life. To build this car, a considerable amount of scrap materials is required. The player will have to balance their efforts between meeting their weekly quotas and completing their bug out vehicle before they meet a losing condition: failing to meet quotas; die in an exploration level; they take too long and their health deteriorates or they're exposed by a nosy neighbour.

This project is one worth sticking with. It's probably the closest I've come to producing a project that reflects my personal mission statement since the Conception Simulator. The difference is that this one is much more ambitious (for good or ill).

Posted by Chloe Sagal 19th November, 2012

I'll check it out when I get a chance. Busy busy busy
 
Posted by s-m-r 21st November, 2012

Whenever you have a chance to take a look at it, that would be great. I'm still acclimating to a 700+ mile relocation and a new day job. And now sinusitis is kicking in just in time for the holidays...My point is that I know what it's like to be swamped. There's no rush.
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I found an issue with the created blocks and them being destroyed by falling blocks. It apparently deactivates all the created blocks on the level. I have to find a way to fix that.
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Anything else you can find, please let me know. I'm also looking for ideas for new levels; I'd like to have over a dozen or so for the finished game.
Comment edited by s-m-r on 11/22/2012
 


 



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