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Wandor (working title)


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#16 foxblock

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Posted 25 August 2009 - 09:14 PM

About ideas:

* A cannon you can jump or hit to make it fire a cannonball. Perhaps you can push the cannon to make it hit certain objects (ex. some wall objects can only be destroyed by the cannonball)
* A level designed around a battle between two or more ships. A rope you can swing from one ship to the other.
* Drinking rum makes Wandor super. For instance he can jump higher or he just goes plain berserk.

Hi, thanks for the input, I am thinking about the cannon and the ship wars ideas, but yet I can only say that it would be hard to implement (as far as I can see it). I really like the idea and maybe it will end up being a minigame or something like that, but I am afraid it might not be included in the main game... (but never say never).
I really dig the rum idea. As in the original WarioLand the character will transform into different "states" when for example lit on fire by an enemy, so why not a crazy barkeeper throwing around with bottles of rum? Sounds good to me ;)

foxblock out

Edit: Great! Thanks a million :D

Edited by foxblock, 25 August 2009 - 09:38 PM.


#17 trooper

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Posted 25 August 2009 - 09:27 PM

oh, as we have started now it would be great if a mod could change the topic's name to "Wandor (working title)" so we don't have to open a new one, pretty please :)


Done :) .

Unless you just wanted "Wandor (working title)" and the rest removed ?.

But i kept the rest of it in so as not to cause confusion.

Let us know, And i`ll change it to what ever you wish. :)

Edit: Thanks! Now it would be great if the "Warioland Inspired Game" could be removed, too (yeah, I am daft asking that much...) ;)


Done :)

Not a problem foxblock. :)

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#18 Prometheus

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Posted 25 August 2009 - 09:53 PM

I love Wandor's design - you don't see too many piratical protagonists these days, it seems (although, come to think of it, were there ever that many? :lol: ).

I don't really have a lot of input to give at this point (anything I would have said has already been said - I like pstudio's ideas, too, for what it's worth), suffice to say that I'll be watching this one with interest. :)

#19 midna25

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Posted 26 August 2009 - 05:14 PM


What I also liked about WarioLand II is that you couldn't die, you just lose some coins, that made the game less frustrating compared to Mario.


NO. IT. DIDN'T.

In Mario all you have to do is finally make that jump, or bounce on that Goomba. You might die once or twice, but the solution is clear. Oh, the hours I wasted away trying to find solutions to those damn Wario Land puzzles. GAH!

Well the game certainly won't stress you brain that much ;) , but unlike Mario the levels will be non-linear and you sometimes have to think a bit, but we try to keep it on the level of Warioland 2, WL 3 certainly had more puzzles (and things like like the objects with open certain paths in levels - I really dislike that).

foxblock out

Well Wario Land III was the one I ended up beating all the way anyway.

#20 foxblock

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Posted 31 August 2009 - 07:19 PM

Another week is gone and I promised a new video, well here it is (Edit: Now with comments!):
Spoiler


The above video shows the current progress of the engine (as well as some of my programmer art).
Well I could have recorded that exact video last week, but that does not mean there was no progress. What you do not see is that there are 3 more classes in action doing the job of one before. The reason behind this is that the whole thing is very capsuled and split into classes, so it's easily modifiable, while at the same time being easy to read. There is a class for every job, for example collision, which is done in a singleton which just passes the result of the collision test (hit the gound / wall / player / etc.) to the unit which then reacts. This way it's easy to create new units as you don't have to mess with collision rather than simple returns like "LEFT", "BOTTOM" or whatever.
The whole thing is rather unpolished, but we are only starting yet ;)

But enough programmer mumbo-jumbo, here are some more insights on the project:
We have set up a reporting schedule as we all like in different timezones and mostly can't chat directly. So we internally report our progress every monday and that is why you might see more info on that day.
Also I can tell you that there are more artworks being worked on, which should be ready later this week...

foxblock out

Edited by foxblock, 31 August 2009 - 07:30 PM.


#21 PokeParadox

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Posted 31 August 2009 - 11:50 PM

Keep up the good work, the enemy interactions seem already quite polished. I'm growing more and more interest in this project. :)
Also since you are using Penjin, I'm here if you need any sort of help, etc.

#22 foxblock

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Posted 07 September 2009 - 03:45 PM

Alright, here we go:

The Code
I have spent the last week rewriting the physics engine (enemy and map interactions you saw in the last video) and I am pretty much done (needs some polishing). So we have got destroyable tiles and damage tiles and such, but since the is no effect system yet (aundy is working on that) you just see blocks disappearing and I don't think that is worth another video...
While we are at it: I also created a GoogleCode page and uploaded all the engine code, so you may look at it and theoretically also download it (though I advise you to not do that as it is not finished).
The plan behind it is that I want to make the engine public once it is finished. As I try to create it as open as possible it could be the base for all kinds of platformer (mario-like) games and so I want to give anyone wanting to create such a game an easy start. In fact you could create a Mario game from it right now (just without sounds and effects).
I also will release the level editor later, so you can create your own levels (also for Wandor) :)
You can find the code here: http://code.google.com/p/w-engine/

The artwork
Well I said "should be ready" for a reason...

The story
Instead I will give you some more details on the story:
There is reason why we did not comment on all the "other pirates" idea (which were great, btw)...
The game will start with the pirate ship sailing to an island which is rumoured to hide a great treasure.
It turns out very quick that Wandor (the player) is kind of the looser in the pirate crew and is looked down upon by the others.
The treasure is located in an ancient pirate hideout (a cave) and as you walk around the cave you are separated by the other pirates who laugh at you.
You will then find an ancient artefact which unfortunately (for you) is cursed. To break the curse you have to bring more gold into the old pirate hideout.
As you were separated by the the crew you have to get out of the cave alone only to discover that they have left the island without you (but with all the treasure).
This is the start of a hunt for revenge on the one hand and the treasure on the other hand (to break the curse).

More details on the crew members follow (probably later this week).

The community
Well, we are always open for any ideas (as long as they are compatible to our plans), but to give them a certain direction, I would like to ask you to make up some hero states for the game.
What does that mean? Easy: Like in WarioLand the hero will react to his environment (mostly enemies), so for example jumping into a torch will set you on fire, being hit by a bottle of rum will make you go berserk.
We currently have the following "states" fixed (and some others which are easily exchangeable).
  • On fire - player is running around uncontrolled and turns into a living flame after some time
  • Drunken - being hit by a bottle of rum makes Wandor go berserk (you can break blocks you could not break before), but controls are a bit "delayed" (thanks to pstudio for the idea)
Now it's your turn - I am courious to see what you come up with (go crazy, the engine is pretty extendible), but keep in mind that every state has to have multiple purposes. For example being on fire can used to make the player fall down a platform (as he can't stop or change direction), but as well to light torches or break special blocks. A bad example of this would be the invisible-Wario in WarioLand 3, which was just used to get past the eye-block and it was really annoying as well (as you had to guess your position most of the time).
Every idea ending up in the final game will be credited of course.

Also,

Keep up the good work, the enemy interactions seem already quite polished. I'm growing more and more interest in this project. :)
Also since you are using Penjin, I'm here if you need any sort of help, etc.

Thanks, but you don't know what you are getting yourself into, do you? ;)

Have a nice day

foxblock out

#23 foxblock

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Posted 19 September 2009 - 09:55 PM

Today is Talk Like a Pirate Day! (seriously)

and to celebrate this day, I am going to give you some more news on this project...

well, I was going to but, I got carried away playing Monkey Island in the last few hours (which is on Steam for sale atm - 50% off, only 4,5€ - it's the special edition with enhanched graphics and fully voiced speeches, while you can hot-swap to the old, original one of course - take this offer while you can (only this weekend)). Okay, now I played a game rather than making a video and I also advertised it... I really feel guilty and apologize for slacking off. I shall stay up all night to get that damn video finished and upload it then.

So, expect it very soon (I just made this announcement now as it is still pirate day here in GMT+1) - you also might see some sprites soon... :D

Anyway, happy talk like a pirate day, yarrrrr

Edit: Now here is the promised video, enjoy and please leave a comment if you are still interested in this project (there is a lock of 'em in the last time) these are what keep us happy :)
I have some more things to report and announce, but I am going to do that tomorrow, I can barely stay awake now...

http://www.youtube.c...h?v=n3WrpyC05Zc

Edited by foxblock, 20 September 2009 - 05:51 PM.


#24 latiosu

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Posted 20 September 2009 - 11:16 AM

Since you like some help with player states, how about a Goo transformation (Some kind of jelly Wandor) which could be use to go cross a grid or fall into a funnel or some kind of pipe?
There could be a slime kind of enemy which transform you into this and you can wash it with water or something like that.

#25 trendy

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Posted 20 September 2009 - 11:26 AM

Interesting project. I'll see if I can help you.

I can review audio so it doesn't sounds annoyingly 'in your face', could do boring tasks in little quantity (visual perhaps)..
I don't want to code, foleying or give ideas. I'm your time frame (+3UTC - stop using GMT).

Sometimes I do professional work. If my work is useful it should be credited anonymously. I fear being pm'd by new members.

#26 foxblock

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Posted 20 September 2009 - 06:12 PM

Thanks for the comments, keep it coming :)

I like the "goo" idea, I will add it to the list. It seems to be a very suitable idea for puzzles, thanks!

So here come the promised announcements:

I sadly have to say that Consequence_9, one of the artists on the team, had to quit due to the lack of time, I wish him the best and hope that he might be able to return at some point...
Anyway as you might already know Dragons_Slayer is also working on the graphics and being very productive lately (look forward to see something soon), but as we will need a lot graphics in the end (sprites, tilemaps, large background images) I would like to have another artist on the team.

So if you are talented and interested in helping, don't hesitate to contact me (via mail, forum message or this topic). Not all things are fixed, so you will be able to input your own ideas rather than just following presettings.
We are also looking for another C++ coder for smaller tasks, like creating maps, units and such. You will have to work with already written code (by me) though...
Additionally we also might need voice actors and musicians, but as the project has not progressed that far, this is not top-priority and mostly future work. If you are interested, though, please contact me. :)
It would be a great advantage if you are in my timezone though as I don't have to stay up until 3pm to be able to talk to you then ;)

There will be an open page on the Google Group soon where we will post and update detailed information, like a To-Do-List, ideas-lists, more screenshots and other insight information about the project.

foxblock out

Edited by foxblock, 20 September 2009 - 06:22 PM.


#27 Poem58

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Posted 29 September 2009 - 02:36 PM

Maybe one of his states involves him getting wet (water poured on him) it makes him walk slower and look soggy and he has to slam against a wall to shake off the water (allowing a "heavier" hit than before) might be useful to have random buckets hanging around from time to time but the ones where a hidden block is nearby actually have the water and dump it on him making you have to drag your soggy butt around to find the hidden block that needs broken. Hope that helps. Just Popped into my head when I read you request for his states. I have liked Wario games before but never finished one yet. So maybe consider some sort of Give up all your points and treasure for a hint option. There's noting worse than getting so stuck on something you just quit the game you were enjoying up to that point. (this may not become necessary to way later when the game has grown considerably)

Yeah, yeah, now I remember in one wario game you could actually hit bucket and they would flip around and coins fall out right? If not another game same concept here, but some dump coins, nothing, or water based on whether you have a secret block around but you can have water dumped on you just for no reason as well just to make you second guess if there's a hidden block or not. Maybe if you want to be funny or want a flying routine you could occasionally have Tar and Feathers fall from the bucket making him look like a ridiculous scruffy bird man and could fly a little until his feathers all wear off or a timer runs out or he just looks ridiculous and tends to flap his arms for a minute while tending to hop more than run or something .

Edited by Poem58, 29 September 2009 - 02:54 PM.


#28 B-ZaR

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Posted 29 September 2009 - 07:59 PM

Maybe one of his states involves him getting wet (water poured on him) it makes him walk slower and look soggy and he has to slam against a wall to shake off the water (allowing a "heavier" hit than before) might be useful to have random buckets hanging around from time to time but the ones where a hidden block is nearby actually have the water and dump it on him making you have to drag your soggy butt around to find the hidden block that needs broken. Hope that helps. Just Popped into my head when I read you request for his states. I have liked Wario games before but never finished one yet. So maybe consider some sort of Give up all your points and treasure for a hint option. There's noting worse than getting so stuck on something you just quit the game you were enjoying up to that point. (this may not become necessary to way later when the game has grown considerably)

Yeah, yeah, now I remember in one wario game you could actually hit bucket and they would flip around and coins fall out right? If not another game same concept here, but some dump coins, nothing, or water based on whether you have a secret block around but you can have water dumped on you just for no reason as well just to make you second guess if there's a hidden block or not. Maybe if you want to be funny or want a flying routine you could occasionally have Tar and Feathers fall from the bucket making him look like a ridiculous scruffy bird man and could fly a little until his feathers all wear off or a timer runs out or he just looks ridiculous and tends to flap his arms for a minute while tending to hop more than run or something .

This, but with tar and you need water to get it off.

#29 foxblock

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Posted 29 September 2009 - 08:27 PM

Thanks for the input so far, it's greatly appreciated :)

I think we can merge some of the ideas here: The water one matches with the "Drunken pirate" idea, which involves getting hit by a bottle of rum and makes Wandor a bit dizzy (harder to control) but also stronger (break blocks you could not before). And we also had the idea with goo (or tar). I am pretty confident these will make it into the final game, as they provide good options for puzzles and sound like they also make a good basis for jokes or slap-stick.
Speaking of water: This will be the universal cure for anything (it extinguishes fire, makes you sober again, etc.), so it's sadly not a great option for a hero state as-is...

The hint option is also a good one. For all people who get stuck this will be a welcomed addition, though we have to come up with a solid concept (simply paying coins for a hint might make the player end up in searching every inch of the map for additional coins which would not be fun at all).

Also a very big thanks go out to Gruso for the blog post, thanks mate, you rock!

To clarify on this, we do not only need a codee, we basically need anyone ;)
We need an artist (for sprites, tilemaps and background artwork)
We need another coder (for various C++ tasks)
and (though this is not top priority)
We need musician / sound artist (for player/enemy sounds and in-game music)

This page shows what is currently being worked on and where we could need some help: http://code.google.c...ine/issues/list
If you got interested, don't hesitate to contact me - you will then get access to the (private) GoogleGroup where we discuss ideas and manage everything...
And remember, you are always welcome to input your ideas on anything :)

foxblock out

Edit: Corrected link

Edited by foxblock, 30 September 2009 - 03:03 PM.


#30 torpor

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Posted 30 September 2009 - 08:17 AM

I have a room full of synthesziers in front of me: I could do music/sounds. PM me.