WIP Thread for Drillbyt Darryl

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Post » Fri Mar 12, 2010 1:21 am

After tooling around with a couple test projects in Construct, I finally decided to start a steady project: a remake of a game I could not finish with Multimedia Fusion 2 due to its limitations, Drillbyt Darryl. Sound cheesy? Yeah, it kinda is, but it's pretty fun even in its early beta stages. I really would rather not post a cap at this point, as it's still rough around the edges, but I will post a few screenshots and explain the game a bit.


Cheesy WIP logo lol

The starting point of the beta test; the character is that little drillbit/triangle in the upper-left corner. You can see the HUD contains three parts: a diamond, which keeps track of your Bitcores (more on that later), your Bolt count, and your Coin count.


It doesn't look very good when it's not in motion (I'll post a video eventually), but character Darryl is drilling through the purple blocks in this screenshot.


Here you can see two of the "enemy robots" I've created, Bob (the green one) and Steve (the red one). You defeat them by drilling into the top of their heads. Obviously, I'm no artist, but the point here isn't the artwork; it's the gameplay (though truth be told I wouldn't say no to better graphics lol).

Basically, the game will work out like a series of very carefully thought-out puzzles. You play a drillbit (spelled with a "y" in the title because--um--I can) named Darryl who must get through a series of mazes to reunite with his master, Drake Drill. You need to be very careful about your item use in this game. You'll need Bolts to activate Darryl's jumping ability. 1 Bolt=1 high jump. You need coins to purchase Bitcores (which are extra drillbit powers that allow you to get through tougher obstacles, go into the water without rusting, etc.) as well as other useful items. It's very easy to die (one hit and Darryl's toast) or get stuck, but thankfully the levels are going to be short and there's going to be a function to get unstuck and start the level anew. So yeah... tell me what you think; I'm open to suggestions and any feedback you might want to give!
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Post » Fri Mar 12, 2010 8:15 am

Cool concept, can't wait to play it!
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Post » Fri Mar 12, 2010 3:49 pm

Looking good so far, man. Keep it up :).
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Post » Fri Mar 12, 2010 4:02 pm

The game look's like a classic platformer game, look's interesting from the screenshot's.
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Post » Fri Mar 12, 2010 5:33 pm

Thanks for the feedback to those who replied! I don't know why I didn't post it in this thread as well, but here's a video of the gameplay in motion that I posted in the video thread:

http://www.youtube.com/watch?v=NkZN0aBMUgc

It's not much, but it's a beta, after all. Not to mention I have done quite a bit since this video was recorded. :) Enjoy!

And ta-dah, here's the second beta video, which is basically that whole level! :D

http://www.youtube.com/watch?v=EzAmszTmNHA

And don't even get me started on how many takes it took to do this video--I kept dying IN MY OWN GAME. D:
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Post » Sun Mar 14, 2010 4:50 pm

Haha nice videos, really shows what the game is like to play.

Very cool classic looking puzzle platformer.

Looking forward to a demo.

~Sol
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Post » Mon Mar 15, 2010 3:46 am

[quote="joeyapplepi":1rzjjn91]And don't even get me started on how many takes it took to do this video--I kept dying IN MY OWN GAME. D:[/quote:1rzjjn91]

It looks hard, all is okay.

Do you have to continously hop, or do you just do that?
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Post » Mon Mar 15, 2010 9:28 am

[quote="ShadeKirby500":1zsb3xdk][quote="joeyapplepi":1zsb3xdk]And don't even get me started on how many takes it took to do this video--I kept dying IN MY OWN GAME. D:[/quote:1zsb3xdk]

It looks hard, all is okay.

Do you have to continously hop, or do you just do that?[/quote:1zsb3xdk]

Yeah, you have to continuously hop, for two reasons: one, it makes the game harder (and I want this game to be hard), and two, Darryl has no legs, so he needed to look like he was moving somehow. :P
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Post » Tue Mar 16, 2010 1:08 am

Really like the look of this game.

The only thing I'm not fussed on is the camera hopping rather than the character.
I can imagine that I'd only want to play it in short bursts for fear of my head exploding. :)

I think I'd prefer the camera to be stable rather than following the main character religiously.

Looking forward to seeing this game progress.

Krush.
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Post » Tue Mar 16, 2010 2:22 am

[quote="KrushBrother":3ni96pro]I think I'd prefer the camera to be stable rather than following the main character religiously.[/quote:3ni96pro]

Thank you for the feedback! I wonder, however, whether or not you have any suggestions as to how to steady the camera? I'm baffled. :P
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