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Lerp Development Thread Quick test of the gameplay mechanic..

#1 User is offline   benjymous

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Posted 06 December 2008 - 12:58 PM

http://grapefruitopia.com/lerp

Here you can find a (very) early video of a little platform/puzzle game I''''m working on - the basic premise is that our little purple alien guy can morph into a variety of inanimate objects (that you must first find scattered around the game world) in order to solve various puzzles and progress through the world.

The video here shows how momentum is preserved when morphing, so that can be used to your advantage to reach inaccessible areas.

Second demo - 02/01/2009 - http://www.vimeo.com/2705236 - fun with physics [updated 03/01 - Vimeo version which is much better quality!]

Third demo - 29/03/2009 - http://www.vimeo.com/3905862 - This shows off the ability to absorb stuff, the radial morph menu, a scrolling level, and basic puzzle solving

Fourth demo - 18/04/2009 - http://www.vimeo.com/4210613 - Freeform maps, and a better idea of the graphics style

Fifth demo - 11/07/2009 - http://www.vimeo.com/5550298 - a little snippet of the game's intro (still WIP!)

This post has been edited by benjymous: 11 July 2009 - 12:59 PM


#2 User is offline   TaG

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Posted 06 December 2008 - 01:09 PM

Looks interesting. smile.gif Nice character and idea. The balloon and morphing look pretty good. My only (small) comment is that his far leg doesn't look quite the right shade. Any more details?

#3 User is offline   benjymous

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Posted 06 December 2008 - 01:17 PM

QUOTE(TaG @ Dec 6 2008, 01:09 PM) View Post

Looks interesting. smile.gif Nice character and idea. The balloon and morphing look pretty good. My only (small) comment is that his far leg doesn't look quite the right shade. Any more details?


Don't worry - the graphics are very early (and very placeholder) - I generally suck at graphics, so it's a miracle they look vaguely ok! - You can tell I haven't bothered with shading on the walk cycle yet - the majority of the work so far has been in getting the morph effect working reasonably nicely (although my particle drawing code is horribly inefficient at the moment!)

I'm mostly in the concepting stage at the moment. I've had this game idea stuck in my head for a good 15 years (I started making a version on the Amiga, but was mostly hampered by the fact that all the morphing effects had to be pre-drawn)

I'll update here again when I have more progress to report (that video is pretty much it, at the moment!)

#4 User is offline   Mark1970

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Posted 06 December 2008 - 01:52 PM

Love the character!



#5 User is offline   Yannick

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Posted 06 December 2008 - 02:15 PM

If SDL on windows maps to DirectX then you should be able to capture it with FRAPS

#6 User is offline   benjymous

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Posted 06 December 2008 - 02:17 PM

QUOTE(Yannick @ Dec 6 2008, 02:15 PM) View Post

If SDL on windows maps to DirectX then you should be able to capture it with FRAPS


Nope, I tried fraps, and it doesn't seem to detect the SDL window sad.gif

#7 User is offline   Zoxc

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Posted 06 December 2008 - 02:40 PM

CamStudio with CamStudio's lossless codec is pretty fast.

ffmpeg/vlc can convert the files to H.264. Here is some tips for ffmpeg: http://rob.opendot.c...encoding-guide/

Tell me if you find another program that can convert these files. ffmpeg gave artifacts with the mouse pointer and AviSynth fucks up the video.

#8 User is offline   Prometheus

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Posted 06 December 2008 - 04:10 PM

Wow, what an excellent idea! I really love the concept you have here. Best of luck. smile.gif

#9 User is offline   Trevor Bradley

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Posted 06 December 2008 - 08:57 PM

Great game idea. I sense vicious spikes being part of the future level design.

Good Luck!

#10 User is offline   TheBrainSquid

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Posted 06 December 2008 - 09:01 PM

Cute character, I can't wait to see how the full game turns out.

#11 User is offline   closetwam

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Posted 06 December 2008 - 11:42 PM

Excellent!

#12 User is offline   ledow

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Posted 07 December 2008 - 03:04 AM

Reminds me of Alchemist on the Spectrum.

The character was a wizard who could morph in a puff of smoke to become an eagle. It was a stupidly difficult game.

Although I like the concept of this one more, you're going to have some seriously tricky puzzles if the balloon thing is anything to go by - having to use the momentum of the running char and then switching to a vertically move char to bounce off a wall and come onto the platform above - now imagine you have ten different abilities and you need to solve a puzzle! Which ones do you use in which combination?!

But the concept seems good.

#13 User is offline   mrsnature

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Posted 07 December 2008 - 10:44 AM

concept looks cool. I like the particle morphing effect. IMHO the effect could be a bit shorter tho, with the momentum continuing in the morph phase - to keep the game smoother (i don't mean the fps of the capture!) and faster paced - i imagine it will soon get annoying, that 1sec transition phase.

If i'm making any sense!

Anyway, good luck!

#14 User is offline   benjymous

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Posted 07 December 2008 - 11:08 AM

QUOTE(mrsnature @ Dec 7 2008, 10:44 AM) View Post

IMHO the effect could be a bit shorter tho


It lasts as long as you hold the morph button down (so a quick press will morph instantly to the next form) - eventually you'll get some sort of radial menu when you hold the button down, so you can choose which form to take (in the video there's only two, so it doesn't matter!)


QUOTE(ledow @ Dec 7 2008, 03:04 AM) View Post

...you're going to have some seriously tricky puzzles if the balloon thing is anything to go by - having to use the momentum of the running char and then switching to a vertically move char to bounce off a wall and come onto the platform above - now imagine you have ten different abilities and you need to solve a puzzle! Which ones do you use in which combination?!


Yup, that's where careful level design will have to come in - if you think of most games where you collect abilities (e.g. Zelda or Metroid) you'll usually be presented with an impassable barrier of some sort, which will make you turn back, leading you to where the new pickup is (which of course lets you pass the previous barrier) - this teaches the player how each item is used.

Granted, the later stages will involve crazy combinations of many different abilities, but I've always preferred games that really make you think!

#15 User is online   Tripmonkey_uk

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Posted 07 December 2008 - 01:56 PM

Great idea for a game and I like the character.
Wind effects could be interesting to up the difficulty whilst your the balloon smile.gif

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