YouTube fun

Not everybody wants to risk getting distracted during the week by playing someone else's prototype, which has no doubt just become playable enough to be vaguely fun (otherwise why would they upload it?). Also, I reasoned that anything that gets our little contest a tiny amount of free publicity can't be a bad thing.

Here we go then: instead of uploading a prototype of my game, I recorded myself playing for a minute or so using XVidCap, and uploaded it to YouTube here. The actual game is slightly faster (XVidCap CPU usage gets in the way) and smoother, obviously, but there you have it.

Now, if I can tear myself away from flying through tunnels for long enough, it's time to add some enemies. Oh, and a respawn action would be nice, too. ;)

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Nice! The graphics appeared to be fairly good, and it looked as though the controls would be fairly fluid. Obviously, that's all just assumption, but I'm looking forward to the finished product!
Good idea putting up YouTube footage, I don't have time to download, unzip, and try to play all the prototypes while I'm trying to make my own, but I can give two minutes to watch a video. So, what's the goal in the game?

Each cavern is one cell of a vast maze - the idea will be to get from the bottom to the top. There will be obstacles and enemies (both mobile & static) in each room; the amounts of these will be determined by how far from the exit you are, to give it increasing difficulty as you go on.

Enemy placement code has been written, but obstacle code any more advanced than "fill in some random squares" is proving awkward (given various constraints such as "must not block off an exit from a room"), so that might have to do. Without obstacles, you can tear through the rooms pretty quickly, so something needs to be done about this to give a sense of difficulty. (Tearing through rooms can be fun by itself though, so there might be an "adventure" play mode and a "caveflying" play mode.)

I also intend to have locked rooms (with an algorithm which will *hopefully* place them blocking off all routes that get within a certain distance of the exit), for which you will have to retrieve keys; these will be guarded by bosses and puzzles. The number of different colour keys in the game will therefore depend on how many bosses I have time to implement. ;)

There's going to be a map screen, and the game won't stop whilst you check the map, so realistically you'll need to land in a cleared-out room to check the map for any length of time. (You'll be able to see the area immediately around your ship in a mini window.) There will be a map and a radar (former revealing the layout of the whole cavern, instead of just what you've explored; the latter showing locations of locked rooms & keys) hidden somewhere in the maze.

I hate designing levels. Random generators are my friend! XD

Neat. The idea of creating a youtube video to show your prototype was great.