Alison In Wonderland
Well the name dosent fit the game anymore, i am reasonably happy with how the engine for the game ended up, even with all its spaghetti code.
Sorry i forgot a README in the package, to run the game simply run main.py or main.exe if you downloaded the windows package
If you are running the game from source you will need to have pyglet, and if you have an older computer you may need psyco, enjoy
Also expect the game to start breaking some time after getting stone skin
Also, Alison is a dinosaur
Spikes... Why'd it have to be Spikes?
Presented by Lasty
Ratings (show detail)
Version 0.1 - Source code
Final submission - windows binary
Lighting Test 1
Alison in Wonderland - Day 1
Development was progressing really well from the start, the theme was announced, i decided upon a game idea and development begun, within about 2 hours i had my fancy tile/material loader working and decided to try doing some lighting
At first this was a simple sounding task, and i had the basics written in around 30 minutes. But it was ungodly light with the ability to shine though walls in the vertical direction somehow, what should have been some dead simple raycasting turned into a 5 hour bug hunt eventually resulting in some nice little demo graphics
Hopefully i will have Alison running jumping and mutating by the end of the day
Alison in Wonderland - The horror of programmer art
The horrors of programmer art
Alison in Wonderland - Day 3
I have also sped up the rendering of the game now alot, so that i can comfortably run multiple instances of the game at 60fps as opposed to one at 20fps. This has led to the drawback of all blocks being greyscale for now because i don't know how to color a texture while i blit them to much bigger texture so i need to come up with a solution to that.
Last of all i have scrounged up a sprite for an enemy that is able to lurk in the dark, killing you with a single touch, turn on the lights and it will freeze.
Thanks to "th3squirr3l" from the Teraria forums who made the sprite.
Alison in Wonderland - The need for speed
To show the kind of output it can give
View it Here
So hopefully i can get that sped up soonish.
If anybody is interested in using the tool have a look HERE
Alison in Wonderland - Day 6
So overall tomorrow is going to be a busy day.
Afterthought: i should probably get some people to do some play testing for me tomorrow afternoon too, i think we are having guests i can rope into it.
Alison in wonderland - Day 8 - Aftermath
While i got most of the elements that i would like to into the game, there ware still a fair few that i just didn't have time for, the foremost was finishing the levels and making them much more complete, as well as adding a bit of a story, i had all of the elements to do this ready, i just didn't have the time, other aspects i would have like to have done were.
- Loading screen while base lighting is calculated
- Better tiles
- Fix bug that makes all tiles grey instead of colorized
- More power-ups
Alison in wonderland - Video walkthough
Galactic Lego - Where to now?
First up to all the people who rated my game thanks for the comments, its always pretty nice to get a ton of positive feedback, that people liked the idea behind my game.
I would really like to redo the game from scratch, and have some neat ideas on features to add as well as a much better and more thought out way to do the code for the game, so if I have time in between uni, a cadet-ship, playing around with electronics and a newly made CNC machine, I really would like to have a nouther crack at it.
I would like to get some more advice from the people here though that played my game on what they think I can do to improve how you move around in the game. This is two space games I have done in a row, and I repeat from last time SPACE IS HARD, the whole frictionless without speed limits thing really doesn't lend itself to easy control and this really isnt made better by the lack of a star field for feedback.
In this game I tried to get around this by capping speed, angular velocity and the distance between opponents but for most people who I showed in person, it was still difficult to grasp, (That said my friends doing engineering were the quickest to master it).
So does anybody have some advice on how I can make ships easier to control without getting rid of designing your ships component by component. If anyone has any other cool ideas they would like to see in a game like this I would like to hear those too.