A game I've been hacking at over the last three weeks
*Please read this description, or you'll be confused:
First of all though, should I continue this?
-This sounds like it at first, but it is not a clone of Marinabreak: it uses similar physics and sound mechanisms, but no code or sound was stolen what soever for this project, and I'm not playing the actual marinabreak game. I do give credit to Yukio though for explaining the physics he used to me, so I could get a start on my project.
-All Marinabreak sounds used in this recording came packaged in a subcategory of the Cat Tools Sound Library, which I purchased for $10. They are not stolen. The ball sound is a sine tone I generated, and is quite dissimilar to that of Marinabreak.
A while back, I created a game called Break Out the S Quad Way. While the concepts demonstrated within were cool in my opinion, I coded it in one day, didn't make it flexible, and gave it a very crappy and unpredictable movement system.
Over the years since, I've been off-and-on coming back to the concept, though didn't really start taking it seriously until recently. After some thought, primarily worries that it would just be written off as a clone, I finally decided to contact Yukio and ask how the hell he did his ball movement and such.
It turned out simple: Yukio threw together a little email explaining his movement system, and I found it to be rather simple.
So, a couple weeks ago, I started what is in this recording. I had to do a lot of experimentation, but here is my result. What gets demonstrated here is the timed scoring mode, which is explained in the recording.
*Here are keys that I pressed:
-T: announces the remaining time, and the accumulated score for that round.
-Tab: pauses the round, and pulls up the object view, which shows all balls and blocks on the field, and their stats.
-Escape: I pressed this at the beginning of round 2 to go ahead and abort the game, and reward me my accumulated earnings thus far.
* other things I can do with this engine that I have done my best to make as flexible as possible, I can quite easily:
-create balls and paddles with different stats
-have multiple balls on the field at once: The reason we had the ball's name in the object view, was that if there were multiple balls, you could see which one was where. My code comes packaged by default for support for multi-ball games, though that wasn't needed in timed_mode.
-The balls and paddles have Hp. This is designed so that after a lot of use, they eventually break, forcing you to purchase new equipment with the coins you saw me earn after finishing that game.
-Pressing the escape key in the middle of a level, like I did at the end there, will quit the game and reward you coins (1 coin for every 50 points in that mode).
-I can set the elasticity of all game objects, including level bounds, individually. This means I can create levels where each time the ball hits something, its energy could be seriously zapped.
-I have more available in this engine, such as a custom level parser, but this is not complete and therefore subsequently not demonstrable at this time.
unknown2073 says I've coded before, but never fully completed a balanced, fully playable game which doesn't belong in the recycle bin. This is effectively my first fully completed game, something which deviates from the usual tic-tac-toe or guess the number or kill the enemies by button mashing control thing. I don't even know if I'll release it, I just know it's what I wanted to code. :) In terms of making real games, as they say, the best way to get something done the way you want is to do it yourself. :) I know you were probably kidding though as that seems to be your nature. :D on April 2, 2018 6:32 pm
JimmyDub says damn. can we get passed these kind of games? we need real games. on April 1, 2018 10:03 pm
unknown2073 says Thanks Cross.
I have also increased the level height of timed mode since the recording, so now it's 101 squares instead of 81 to start out with. This should allow the blocks to spread out a bit.
-And... now to start working on the tutorial, and the whole unlocking system... so I can officially lock myself out of that addictive timed mode until I test and play the other stuff. :D I'll likely be posting a rather wordy, and by that I mean the screen reader will be talking of course, recording of the tutorial when it's complete so I can get feedback on it. on March 30, 2018 3:05 pm
ironcross32 says I like the wall sound, and yeah this does seem pretty cool. on March 30, 2018 4:49 am
unknown2073 says Hi defender,
Thanks much for your feedback.
The panning thing may be because I used stereo mix for this recording, and that doesn't give the panning real justice. Also yeah, there were a ton of blocks, so the ball didn't really ever have time to ark, if you know what I mean. The field was only 78 high, block spawning started at y 30, and there were 50. They were tightly packed together.
In terms of changing sounds, yeah that's probably a good idea.
I haven't given sound packs a thought, but I have given custom fields more than just a thought (see the description). My tutorial is going to explain the meaning of those stats, though I think I may leave them in the menu option as I have it now for convenience sake to the player and myself. The coordinates are spoken first, and so is the velocity, so you can just interrupt whatever ya don't wanna here.
Anyway though, the tutorial and documentation are up and coming; this is still in like very early alpha so I'm way far from being done. Rest assured you'll know what all this crap means.
You'll also be given keys throughout the game for completing certain things, which you spend to unlock levels. Believe it or not, timed_mode won't be available at first, you'll have to unlock it. Tutorial is going to be a must-play before anything else. on March 30, 2018 2:50 am
defender says Not bad, I think you should change the bump and break sounds in the public release though, to separate your self from Marina Break.
I also like his panning a bit better, yours goes farther to the sides, but it's more linear and you don't get that sense of an arc as much.
That said, the field you were using had allot of blocks.
To make yours unique, you could add the ability to create sound packs, possibly your own playingfields with custom goals, and have more bonus items and modes , with like a 5 dollar unlock fee for the more interesting ones if you want, or just a donation option on opening the game.
I like that you lay all the stats out for the player and have descriptive names for them, but you seem to get quite a bit of info in the viewer, that could be pretty confusing to a beginner so maybe you should have that only on request with other keys, a side from the basic coordinates.
Make sure to include a good tutorial and easy to understand documentation. on March 30, 2018 2:10 am