Game Development Community

First project.

by Patrick - (RollerJesus) · 07/18/2008 (6:58 pm) · 4 comments

We are working on an ambitious, but tad realistic first project, and we're at a point where we have enough implemented that it could, in some circles, be considered worth talking about. We're making a mixed format/time scrambled/mini-/adventure game in TGB.

A MFTSMAG if you will...

Title: The Adventures of Bobby and Sprout
Company Bp Media
Format: Faux-ISO, Platformer, Puzzle, Top-down, Text-input...
Team: Me (level design, scripting, turning 3d models into 2d sprite sheets, project management), Bobby (music, sound effects, 2d art, writing)
Plot: Guide Bobby and his dog Sprout through several levels, collecting items, interacting with people and gaining experience that will help get them back to their own time. Each level is set in a part of Bobby's life and the gameplay will reflect the state of gaming at that time.

The main level uses Sickhead's Adventure Kit with Bobby as the main character, followed around by his sidekick (dog) Sprout. The main level is fake ISO and relies on the player to use text inputs, very similar to the Sierra classics such as King's/Space/Hero's Quest. We accomplish this by popping a gui that accepts input from the user, then upon hitting enter the text is serialized and parsed for a matching verb and noun from a global list. If found, the noun is then compared to a list of nouns that are returned from a function that searches all object within a given radius of the player and in sight of the player. This has been my favorite part so far, brings back all the Sierra memories.

www.bedpanmedia.com/images/GG/FauxISO.jpg
Interaction with NPC's is GUI based, which has limited the amount of animation sprite sheets I've had to create as many of the NPC's are stationary and I can get away with an idle animation only. NPC's sell items, teach spells, etc.

www.bedpanmedia.com/images/GG/TextInput.jpg
Combat is magic based where Bobby can shoot fire, ice, lighting, etc We have plans to implement a grappling hook feature as well as some sort of telekinesis, but aren't there yet. Enemies are spawned randomly based on map location, time of day and level of player which allows us to scale the difficulty as the game progresses.

The various level triggers take you from the main level to a different time and thus a different format. The other levels will need to be unlocked via actions in the main level consisting of flags from conversations and items returned to their rightful owners, mini-quests and mini-puzzles. This proved to be a bit of a challenge as the final level is created with the Platformer Starter Kit from Phillip OShea. The Adventure Kit just didn't want to play nice with the PSK, but we've got those jiving together for the most part.

Some of the other levels include: top down boat racing, top-down van racing, Sprouter (frogger clone), and various logic puzzles.

www.bedpanmedia.com/images/GG/Lake.jpg

www.bedpanmedia.com/images/GG/Sprouter.jpg
One of the logic puzzles is a who-done-it puzzle where the player has to figure out who stole something through three clues. We've randomized the puzzle a bit so the player cannot talk to the NPC three times and choose three different people and get through it. The answer is different every time because the names and solution is randomized each time the puzzle is triggered.

So, that's my plan. We would accept help if anyone is interested, but we're not soliciting for it.

'Patrick

EDIT: Screenshots

#1
07/19/2008 (1:28 am)
Good luck; sounds interesting. That's actually kind of funny you are planning on using text input as I was just thinking about something along those lines today. :)
#2
07/20/2008 (7:17 pm)
Thanks Greg...

..and i added some screenshots because I felt cheap.
#3
08/22/2009 (11:21 am)
Hey Patrick. Your game looks very promising. Any updates on the game's progress?
#4
08/24/2009 (7:22 pm)
Hey Johnny,

Thanks for the interest in the project. I've made several updates to the game but I haven't been blogging them at all.

The first level is complete, it is a clone of Rapid Roll, an old Nokia cell phone game. I modified it to reflect the storyline of Bobby falling down a well.

I've also completed some turn based boss battles and misc other elements such as the main level - aside from the castle.

You can check out some of the individual modules that will be incorporated into the game.

My current effort is being directed at getting a dialog system in place. I've attempted to merge the RPG dialogue resource a couple times but I never get it to work right and roll it back.

We still have a long way to go on art (essentially all of it - but we have a plethora of placeholder art) but we have a lot of music completed as well. We haven't uploaded any of that yet though.