- [Contest #9]An Exercise in Futility - with Combat Scrolling!
- 15 Nov 2012 04:49:25 pm
- Last edited by Compynerd255 on 16 Nov 2012 01:53:33 pm; edited 3 times in total
I have been pretty busy lately, but I might well have time to write a Windows version of LincolnB's An Exercise in Futility, the runner up in the last Contest. Basically, it will be ported to the computer with these improvements:
Obviously, I'll add color and sound, along with some fluid animations (although the ones that already came with Futility were great).
As a general improvement, instead of interacting with just your screen (and scrolling with your character), the changing game modes will interact with the whole field. I might also allow multiple monster types to coexist (such as the Pong ball and Avalanche spikes). The alternate physics and character sprites will still exist.
And then, here is the twist: a feature called Combat Scrolling! Essentially, Combat Scrolling is a technique that allows a player or monster to create an isolated border out of their viewport. Normally, your scrolling is nearly 1:1, with the camera moving quickly to put you in the center. However, when you activate Combat Scrolling, your camera stops moving, and everything on your screen (including you) is trapped within that area until you consciously deactivate Combat Scrolling or until you are killed. This is very useful for creating an ideal combat situation or stopping yourself from meeting certain death with hazards.
- The borders can have one of three functions, depending on a setting at the beginning of the game: Stop (which is useful for trapping an enemy or another player), Wrap-Around (the famous technique of shooting a portal at the ceiling and the floor comes immediately to mind), or Kill (which is useful for killing monsters on your screen that are rushing by).
- In Zero Gravity mode, monsters appear that are capable of initiating Combat Scrolling as well. You will see the borders that they create for themselves, and if you enter the border, you will also be locked in Combat Scrolling and cannot get out until the monster is killed. The same effect will happen with multiplayer when other players activate Combat Scrolling, and the same end result will happen when monsters enter your border from the outside.
In addition, to make keyboard control easier and also work better with multiplayer (which I'd also like to implement if I have time), your one weapon will be something I call the Pressor: Basically, when you press the Pressor button, you will generate a repulsive force between you and all other monsters and players in the field, the strength of which drops off sharply as distance increases. Although both of you would receive the same backwards force, the main purpose of this would be to force an enemy into a hazard, such as Avalanche spikes or a Kill border.
Well, I am excited to start this project. I am still waiting for permission from LincolnB, and plan to start as soon as I get notification.
EDIT: And I just got permission from LincolnB! Now I can start in style.
Also, I've been thinking more about the combat walls, and realize that a wrap-around border would actually be useless in this game, since its main purpose would actually be to get past impassable walls (by centering on the wall, and then going backwards to appear at the other side). But both Stop and Kill walls would be strategic in this game, and I would imagine that you could start with a Stop wall, and switch between them by collecting a powerup.
Obviously, I'll add color and sound, along with some fluid animations (although the ones that already came with Futility were great).
As a general improvement, instead of interacting with just your screen (and scrolling with your character), the changing game modes will interact with the whole field. I might also allow multiple monster types to coexist (such as the Pong ball and Avalanche spikes). The alternate physics and character sprites will still exist.
And then, here is the twist: a feature called Combat Scrolling! Essentially, Combat Scrolling is a technique that allows a player or monster to create an isolated border out of their viewport. Normally, your scrolling is nearly 1:1, with the camera moving quickly to put you in the center. However, when you activate Combat Scrolling, your camera stops moving, and everything on your screen (including you) is trapped within that area until you consciously deactivate Combat Scrolling or until you are killed. This is very useful for creating an ideal combat situation or stopping yourself from meeting certain death with hazards.
- The borders can have one of three functions, depending on a setting at the beginning of the game: Stop (which is useful for trapping an enemy or another player), Wrap-Around (the famous technique of shooting a portal at the ceiling and the floor comes immediately to mind), or Kill (which is useful for killing monsters on your screen that are rushing by).
- In Zero Gravity mode, monsters appear that are capable of initiating Combat Scrolling as well. You will see the borders that they create for themselves, and if you enter the border, you will also be locked in Combat Scrolling and cannot get out until the monster is killed. The same effect will happen with multiplayer when other players activate Combat Scrolling, and the same end result will happen when monsters enter your border from the outside.
In addition, to make keyboard control easier and also work better with multiplayer (which I'd also like to implement if I have time), your one weapon will be something I call the Pressor: Basically, when you press the Pressor button, you will generate a repulsive force between you and all other monsters and players in the field, the strength of which drops off sharply as distance increases. Although both of you would receive the same backwards force, the main purpose of this would be to force an enemy into a hazard, such as Avalanche spikes or a Kill border.
Well, I am excited to start this project. I am still waiting for permission from LincolnB, and plan to start as soon as I get notification.
EDIT: And I just got permission from LincolnB! Now I can start in style.
Also, I've been thinking more about the combat walls, and realize that a wrap-around border would actually be useless in this game, since its main purpose would actually be to get past impassable walls (by centering on the wall, and then going backwards to appear at the other side). But both Stop and Kill walls would be strategic in this game, and I would imagine that you could start with a Stop wall, and switch between them by collecting a powerup.