The 8x8 Pixel Halloween Game Project
I HAVE placed this same topic in the MAC WIP forum... but only because I'm using both PC AND MAC to create it. It is going to be a game for PC essentially... but its made on Mac.
If you don't want to read everything in the content spoiler... you can watch a 9 minute video that explains most of everything here and a bit of things this page doesn't even talk about:
If you haven't gotten the chance...
Be sure to check out the webpage where you can download all the latest snapshots and versions as I progress on this game:
TAKE ME TO> The Graveyard Game Project Blog
I started on this game a while back and never finished it due to life complications.
Now that I've recently had time I've decided to get back to it.
The idea behind it was to have a hobby-bake game which was not only could be developed by one person, but would be very fun and pretty looking.
So many games tend to be overly focused in one area of game design.
The idea for this game was to have a professional, well-balance style and feel which coordinates an exciting gameplay with eye candy and production.
This is a Minimalist Platform Game which involves the challenging task of completing entirely with the highest score you possibly can.
It will involve both MarioLand-style action and minor puzzles for solving.
Below is the list of my recent development accomplishments:
(I will update this every week.)
- Story Plot - 93%
- Physics - 80%
- Blocks - 65%
- Enemies - 0%
- Items - 0%
- Music - 6%
- SoundFX - 10%
- Level Design - 17%
} Story Plot
The story takes place on Halloween Night, somewhere in the realm of Mirkwind.
You play a little transparent ghost. I like to call him Ghosty.
Just like kids from our own world, he decides to go trick-or-treating as he does every year.
Along the way he comes up against various monsters who are determined to steal the candy he collects.
There will be some still-frame cutscenes to tell the story as it progresses.
I tend to feel that every level should have at least one of these.
That could be 13+ still frame cutscenes!!!
As with all other games, Physics account for at least 65% of the game.
I suppose in a 8x8 pixel engine this even more imperative... however simplistic it may be.
SO far, I've had only some issues programming particular obstacle blocks, such as Water, Mud, Sand, etc.
However, I am working my way around these complications with unique, inventive coding.
The Physics are much like that of Gameboy Kirby, Mario or Doukutsu Monogatari (CaveStory).
Every tile is 8x8 pixels, so you can imagine how blocky everything will feel.
What I'm trying to do now is simplify the logic behind my physics programming.
If you want to see what I have done so far, take a look at my downloads page:
DEMO - Download Page - Alpha1.1_PhysicsSnapshot.exe
As I've stated already, everything in this game is designed to a 8x8 format sprite/tile scheme.
I did this for 2 reasons:
1.) Takes less time to make good-looking graphics.
2.) Pixel style makes it minimalistic and classic looking.
Here's a preview of the in-game graphics:
When I refer to blocks, I'm talking about the tiles in the game... most of which are their own separate objects.
There are about 100-something blocks in all, each with their own physics and personalities.
Some can even be moved or removed by the player.
All the blocks in the game are organized around a level theme.
There are 13 levels altogether... but I'm thinking about adding a few rare secret stages.
- The Forests (As depicted in the example image above.)
- The Swamps
- The Graveyard *Most obviously.
- The Canyons
- The Cornfield
- The Haunted House
- The Barn
- A Pumpkin Patch
- The Catecombs
- Treasure Rooms
- The Sanctuary
- The Cheese Moon
From the very beginning I knew that Enemies were going to be one of the most important features of this game.
Halloween is all about monsters afterall, second to candy.
Generally speaking the monsters are going to be a bit bigger than Ghosty's sprite.
They will be ominous and dangerous... in a pixely kinda way.
Momo the Witch
*This depends on what secret stages I add. I may not have many bosses in the end. There may not be much reason to add them.
+ Skulls - Which act like hearts to heal your life bar.
+ Candy - Which raise your candy count points. There are over 14 different pieces of candy, offering various point amounts.
+ Shovel - This item, which is found in the Graveyard level, allows you to dig sand and dirt.
+ Jack-O-Lantern Bomb - Destroys Enemies and certain blocks when thrown.
+ Bag of Carrying - Cuts candy losses due to enemy damage by half!
+ Phylactery - Increases health count from 3 skulls to 6.
+ Mask - This item can trick certain monsters into believing you're one of them.
- Interactive Blocks
+ Chest - ??? Can hold any kind of item! And some monsters!
+ Shrine Stones - These are sort of like milestones. IF you pass by these, you reach a check point and save your game.
+ Sanctuary Stones - These are just like Shrine Stones, except that you can only activate them by solving a puzzle of some kind.
- About Portals
Therefore, the game will progress differently each time the game is played.
Not one game of Graveyard ever played will be identical.
You have to activate a portal before you can use it. In order to do that, you have to find what is called a tarrot card.
+Tarrot Cards - Through the power of fortune telling and divination, these game cards predict the next level you will go to as well as activate portals in the same way a key would unlock a door. There is a tarrot card for each level, plus the master card which returns you safely to your home and the end of the game.
Music and sounds are one of the most exciting parts of this project. I use GarageBand to write all my music.
Check out the vid below where you can hear the Main Theme:
The video kinda says it all.
Just to let everyone know, I do have a benchmark list.
Working towards GraveyardBeta1.0, this is my benchmark list that I have left to getting there:
GraveyardAlpha1.1_Snapshot - Includes a preview of Block/Air/Water Character Physics.
GraveyardAlpha1.2_Snapshot - Includes the ItemBar GUI, Menu GUI and the Menu Theme Music.
GraveyardAlpha1.3_Snapshot - Includes the health system, 4 monsters and Skull pickups.
GraveyardAlpha1.4_Snapshot - Includes 4 more monsters and the Phylactery!
GraveyardAlpha1.5_Snapshot - Includes the candy point system, 10 Candies and the Candy Bag!
GraveyardAlpha1.6_Snapshot - Includes 4 levels, their associated Tarot Cards and the Randomized Portal System.
GraveyardAlpha1.7_Snapshot - Includes 3 more levels, a Secret Level, their associated Tarot Cards and the Mask!
GraveyardAlpha1.8_Snapshot - Includes the excavation system, the Jack-o-Lantern Bomb and the Graveyard Shovel!
GraveyardAlpha1.9_Snapshot - Includes Music for all 8 levels, Chest pickups and these passive creatures: Toads, Mice, Sheep and Cows.
*** GraveyardBeta2.0 - Includes everything in the above list and a long, playable demo.
From there the Benchmarks look something like this:
GraveyardBeta2.1_Snapshot - Includes Momo the Witch and her beloved companion: Trixie the cat.
GraveyardBeta2.2_Snapshot - Includes 4 more Monsters and 4 More Levels /w Tarot Pickups.
GraveyardBeta2.3_Snapshot - Includes the last 3 Monsters and the last 3 Levels /w Tarot Pickups.
GraveyardBeta2.4_Snapshot - Adds Ankou...
GraveyardBeta2.5_Snapshot - Includes 10 more candies!
GraveyardBeta2.6_Snapshot - Includes Introductory and Ending Level and Illustrations for every level.
GraveyardBeta2.7_Snapshot - Includes the Bonus Levels and the last few songs.
Graveyard[v1.0] - Includes Everything.
That's about all I have so far. I'll keep you guys informed. Please feel free to comment or ask questions.
AND DON'T FORGET TO DOWNLOAD THE DEMO!
Edited by Scarecrowman, 02 June 2012 - 08:51 PM.