ChainWorks First Playable
by Rob Sandbach · in Torque Game Builder · 02/22/2006 (8:37 am) · 5 replies
Hey all!
Not really too much to show off, just rounded off what I've done in ChainWorks so far befopre I start it all again. The basic gameplay principle can be seen and even a couple of score bonuses are scattered in there. Since I start out though the scope of the game, and my skill at scripting has shifted dramatically, the old scripts are ugly, hackey and bloated.
I'm going to rewrite them clean and streamlined, but I wanted to get this out to see if people like the very basic game mechanic, though it does get a bit repetitive after a few rounds!!! I have a windows veriosn and a mac version up and going, but they're particle heavy atm so Im not sure what performance will be like on various machine, would be interesting for people to post their thoughts about the potential of this game, performance issues, even high scores (which are outputted in the console at the end of the round)!
Thanks a lot for anyone who takes a brief look!
Mac Version
Windows Version
Not really too much to show off, just rounded off what I've done in ChainWorks so far befopre I start it all again. The basic gameplay principle can be seen and even a couple of score bonuses are scattered in there. Since I start out though the scope of the game, and my skill at scripting has shifted dramatically, the old scripts are ugly, hackey and bloated.
I'm going to rewrite them clean and streamlined, but I wanted to get this out to see if people like the very basic game mechanic, though it does get a bit repetitive after a few rounds!!! I have a windows veriosn and a mac version up and going, but they're particle heavy atm so Im not sure what performance will be like on various machine, would be interesting for people to post their thoughts about the potential of this game, performance issues, even high scores (which are outputted in the console at the end of the round)!
Thanks a lot for anyone who takes a brief look!
Mac Version
Windows Version
#2
02/22/2006 (10:00 am)
There should have been a readme in with the zip file which had some quick instructions, but I'll obviously make sure any proper release are more fully supplmented with documenation.
#3
The main gallery is here: http://www.urban-games.net/chainWorksGallery/



The build I've released isn't identical to those screenshots, but the game play is there :)!
02/25/2006 (12:03 pm)
Thought I'd post some screeenies up here so people have a faintest clue of what it's about! :)The main gallery is here: http://www.urban-games.net/chainWorksGallery/



The build I've released isn't identical to those screenshots, but the game play is there :)!
#4
Obviously inspired by Fantavision. T2D's particle engine really suits a fireworks game like this well.
One thing I would recommend for ease of gameplay:
The req'd accuracy of the point'n'click became a burden after a few minutes. I think it would feel much better if you allowed the player to hold the left mouse button down and simply drag over the fireworks to activate each subsequent one. Then, releasing the left mouse button would activate the explosion.
Good job.
02/26/2006 (11:31 am)
Not a bad first pass. Obviously inspired by Fantavision. T2D's particle engine really suits a fireworks game like this well.
One thing I would recommend for ease of gameplay:
The req'd accuracy of the point'n'click became a burden after a few minutes. I think it would feel much better if you allowed the player to hold the left mouse button down and simply drag over the fireworks to activate each subsequent one. Then, releasing the left mouse button would activate the explosion.
Good job.
#5
will certainly give it a shot and see how it feels :)
02/26/2006 (12:56 pm)
Thanks for taking the time to check this out and what's more offering feed back :) will certainly give it a shot and see how it feels :)
Torque Owner Chris Labombard
Premium Preferred
And you need instructions. I couldnt figure out why I couldnt click the white ones until I figured out they were wild ones (by opening the console)...
Also, it would be nice if the selected fireworks were linked together by a line. You could use a Vectorshape.
I like this game. If you progressed the levels by adding more kinds of fireworks it would be awesome. Make sure there are bonuses and combos ans stuff...
and fire the fireqorks of one at a time, showing hte queue... That might make it a bit more fast paced... As fireworks wont all fall around the same general time.