[devlog] Monkey Business

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Post » Sun Mar 20, 2016 7:50 pm

Hi everyone. I've been quietly distracting myself over the last few months by working on a hardcore platform engine for a concept I first created for a Ludum Dare jam over a year ago. The game is still in the very earliest stage of development but I thought it about time to post something for your amusement and, hopefully, to gauge any reaction you might have to the concept, and to collect any ideas you may have. By doing something public I also reduce the chances of me becoming lazy and losing focus! So...

The working title is Monkey Business.... You control a state of the art bio-mechanical cyborg monkey, equipped with a large number of weapons and defence systems. You have various missions to complete - each one involving the assassination of an individual or a group of individuals who, otherwise, would be beyond the reaches of the law. You're controlling an assassin.... A space-deployed monkey assassin with a jet pack, no less!

I'm developing on a weak HD4000 powered laptop, so that's going to be the base-level target platform using nw.js.... There's some physics, but after my previous experiences I'm inclined to use the Platform behavior as the foundation of the player's movement system. It's also going to be multi-language and I will ultimately be aiming for a Steam deployment, although I'm not discounting having versions for Newgrounds and similar html5 sites as well. If you want to work on a mission to kill a drug lord / kill a president / go on a secret mission to Mars, then this could be the game for you (in about a year!).

The intro / training level has been completed to alpha; it contains some placeholder graphics but you'll get the idea for the ambiance I'm aiming for... Hope you like it!

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I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Mon Mar 21, 2016 6:56 pm

Looks really nice, I like the lighting effects. How did you get that effect?
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Post » Mon Mar 21, 2016 10:54 pm

I think your controls look pretty tight, in terms of responsiveness
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Tue Mar 22, 2016 6:42 am

Thank you @ChrisFagan and @LaDestitute.

The platform behaviour is a good starting point but I have 5 collision checking objects and an extra couple of hundred events to augment it to perform how I want.

The light effects are created using multiple blend modes on different objects with a z-order routine to make them behave. I'm quite pleased with the final effect! It took me a few weeks to get right and might need more adjusting still (I'm working on this in my spare time).
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Tue Mar 22, 2016 6:48 am

This week I'm starting to experiment with how to walk on moving platforms.... Which is much more complex than it should be!
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Mon Mar 28, 2016 5:43 pm

I should read my posted plans before updating my progress, lol. No moving platforms to report for this week!

But, I have created a hot-key controlled inventory system so you can rapidly change your weapon and action choices. I haven't decided on all of the available weapons, but here is the work-in-progress (with demo graphics).

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Wall climbing works ok... and the shoot mechanic (for radioactive poop !) involves some good spriter animation fun... I just noticed that I need to destroy enemy bullets when they hit / kill the player. Something to add to my never-ending sticky notes... :D

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I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Mon Mar 28, 2016 7:52 pm

A concept that sounds like a load of fun! Visual looks good and the tools even better. I look forward to seeing how this evolves! ;)
Have a happy day!
- Markus Lappalainen, Composer & Audio Engineer
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Post » Tue Mar 29, 2016 5:57 am

Thank you @taistelusopuli - I hope I can keep focus and not become distracted by trying to add too many features. However, I'm pleased with its slow but steady progress so far. Now to really sort out a moving platform behaviour....
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Wed Mar 30, 2016 5:11 pm

Well Id would start small and release a demo of like 4 level to get some feedback and then grow from there that how mario grew to be such a hit.
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Post » Wed Mar 30, 2016 6:14 pm

Gearworkdragon wrote:Well Id would start small and release a demo of like 4 level to get some feedback and then grow from there that how mario grew to be such a hit.


This is excellent advice and gives me a good and not too onerous target to set myself. Thanks :)
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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