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Alive & Ticking Gameplay Video
Alive & Ticking Gameplay Video
| Name: | Tom Bampton | ![]() |
|---|---|---|
| Date Posted: | May 02, 2006 | |
| Rating: | 3.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Tom Bampton |
Blog post
If you read my last .plan, you'd have seen this screenshot:

Since it was a public holiday here today (well, technically yesterday), over the weekend I busted my ass finishing up the new level code, tidying up a few niggly gameplay related things and finishing off power ups. There's now multishot and bomb power increase powerups, and you can pick up multiples of both. Nauris also did some new, less placeholder looking (but still placeholder) art.
Writing all this code for the levels turned out to be an incredibly good idea. The level class handles all rendering and collision of the level, including breakable crates. This gave me major savings in performance and networking. In fact, the entirity of the level data fits well within the TGE packet size. Although it just renders boxes at the moment, there's nothing to stop us mixing in DTS shapes to make it look better.
Screenshots don't really do it justice, so I grabbed some people for a playtest. Unfortunately, I forgot to hit F9 until there was just Asphodel and me left so there's only two players in the video. Still, it illustrates the gameplay quite nicely. Watch out for the Doom-esque bit at the end, included solely for laughs.
Clickity for WMV Video (~4MB)

Since it was a public holiday here today (well, technically yesterday), over the weekend I busted my ass finishing up the new level code, tidying up a few niggly gameplay related things and finishing off power ups. There's now multishot and bomb power increase powerups, and you can pick up multiples of both. Nauris also did some new, less placeholder looking (but still placeholder) art.
Writing all this code for the levels turned out to be an incredibly good idea. The level class handles all rendering and collision of the level, including breakable crates. This gave me major savings in performance and networking. In fact, the entirity of the level data fits well within the TGE packet size. Although it just renders boxes at the moment, there's nothing to stop us mixing in DTS shapes to make it look better.
Screenshots don't really do it justice, so I grabbed some people for a playtest. Unfortunately, I forgot to hit F9 until there was just Asphodel and me left so there's only two players in the video. Still, it illustrates the gameplay quite nicely. Watch out for the Doom-esque bit at the end, included solely for laughs.
Clickity for WMV Video (~4MB)
Recent Blog Posts
| List: | 08/20/07 - GID23 and NPC Editor 07/25/07 - Fun with Lua 06/11/07 - How NOT to make a game 11/18/06 - Thinking Outside the Box 11/03/06 - Alive and Ticking: Now with exploding ants 10/28/06 - Fun with zips 10/02/06 - Alive and Ticking gets to Beta .... err, almost. (Warning: Screenshot Heavy) 09/08/06 - Internal Name Operator |
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Submit your own resources!| Greg Gardinier (May 02, 2006 at 05:45 GMT) |
| Tom Spilman (May 02, 2006 at 06:08 GMT) |
| Tom Bampton (May 02, 2006 at 06:40 GMT) Resource Rating: 3 |
Edit: Damn ... accidentally hit rate instead of post :/ Ohwell.
Edited on May 02, 2006 06:40 GMT
| AndrewOsborne (May 02, 2006 at 08:02 GMT) |
| Thomas \"Man of Ice\" Lund (May 02, 2006 at 08:18 GMT) |
My kids love bomberman, so if your focus group is 2 5-year olds, then buzz me for exclusive access to testers ;-)
| Tom Bampton (May 02, 2006 at 08:20 GMT) Resource Rating: 3 |
Hahha ... we dont really have a focus group at this moment. Currently just making a fun game ;)
T.
| Andrew Nicholson (May 02, 2006 at 09:49 GMT) |
| Stefan Lundmark (May 02, 2006 at 14:01 GMT) Resource Rating: 3 |
| Pat Wilson (May 02, 2006 at 17:35 GMT) |
| Alex Swanson (May 02, 2006 at 20:49 GMT) |
| Anthony Fullmer (May 02, 2006 at 21:00 GMT) |
| J Lesko (May 02, 2006 at 22:21 GMT) |
| Tom Bampton (May 02, 2006 at 22:57 GMT) Resource Rating: 3 |
Damn right. Its great to play multiplayer. The gameplay in this is still very much 2D, which I think is important for the fun factor.
@Anthony,
The general plan is to polish it up to a nice shine and then ship it ;-)
@Joe,
Hmmm... that thing we talked about for Dead Man's 31 ... I think I may just add a power up that does that ;-)
T.
| Vashner (May 03, 2006 at 19:07 GMT) |
Looking good.
| Hege Berntsen (May 10, 2006 at 09:43 GMT) |
Good luck with the sales. :)
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3.0 out of 5


