September 29, 2020, 04:04:53 PM

Author Topic: Deep - Go Nuts contest WIP  (Read 102 times)

Offline TomToad

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Deep - Go Nuts contest WIP
« on: September 03, 2020, 02:59:55 PM »
Got an idea going on for my game.  You need to take a sub down through a network of procedurally generated caves, battling sea creatures and collecting treasures.  As you collect more treasures, you can buy upgrades which allow you to go even deeper until you reach the very bottom where a huge cavern awaits with a big boss creature to destroy.


Here is a video of what little I have so far.  No treasure or creatures yet.  Collision on the sub is detected, but no response yet, so you can just plow on through the walls.  I have implemented a basic light for the sub.  That was actually the most difficult part so far.  Needed something that can be dynamically created for when I add light from explosions as  well as bioluminescent creatures.  Some preliminary tests show that creating the light mask directly with Max2D commands really impacted the frame rate, so I went to using shaders instead.


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Offline Derron

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Re: Deep - Go Nuts contest WIP
« Reply #1 on: September 03, 2020, 03:16:23 PM »
Nice ...

Pay attention to keeping the gameplay "exciting" - avoid becoming "repetive".

And of course - as you finish it surely next week, there will be enough time to do a "massive multiplayer game" out of it - imagine all of us battling our way to the ground in our little submarines :D


bye
Ron

Offline MrmediamanX

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Re: Deep - Go Nuts contest WIP
« Reply #2 on: September 03, 2020, 03:22:27 PM »
very cool, just played 'we need to go deeper' on steam not to long ago.
i'm all for sub nautical shenanigans  :) which reminds me I need do a work log as well.

Online Steve Elliott

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Re: Deep - Go Nuts contest WIP
« Reply #3 on: September 03, 2020, 03:30:44 PM »
Nice, I was addicted to Polaris in the arcades as a kid so I like sub games, but this is more like ScubaDive on the Speccy - ie more exploration than arcade shooter.
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