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SPRINT LEVEL
SPRINT LEVEL
*Powerup:  Speed boots
*Powerup:  Speed boots
== Issues ==
*If the boomerang hasn't returned to the player when the player moves to another room, then the boomerang will be at the same location in the next room and return to the player
*Enemies get "stuck" at the open space to the previous room


== Software Docs ==
== Software Docs ==

Revision as of 02:37, 2 November 2009

Legend of Tux

Domain name registered: http://www.legendoftux.com

Compiled stable Windows and Linux binaries, which I uploaded to www.legendoftux.com. Noticed a graphical glitch with the blue orbs on the Linux version.


Concept

I started development on the Legend of Tux a in August 2009. I wanted to create a game that combined the gameplay of a Mega Man game and the original Legend of Zelda. I had developed a Zelda clone using updated graphics in 2003, using ClanLib libraries. In 2006 I created an engine for a tux Zelda style game using SDL, but it wasn't very good. I didn't have much time to devote to it, since I was working on a master's degree in industrial engineering outside of my full time job.

The controls are simple. Use the arrow keys (or a,s,d,w) to move and spacebar to attack. Hold spacebar to charge your sword to shoot it. Collect 3 orbs of the same color to get a 3x attack power boost against enemies of that color. Defeat all enemies in a room to move to the next room. Clear all 16 rooms to win.

Gameplay is completely linear. Move one room to the next until you reach the boss room and defeat the boss. The one aspect that I hate the most about Zelda style games is trying to determine where to go next.

Screenshots

Screenshots of development, version 0.3

Screen v3 004.jpg Screen v3 001.jpg Screen v3 002.jpg


Archived Screenshots

Patch Notes

Version 0.3 Patch Notes

  • New Rendered sprites for Tux and snowmen (Thanks Blender!)
  • Background music now working
    • Title screen: Brahms Hungarian Dance No 2
    • Level select: Brahms Hungarian Dance No 5
    • Level 0: Vivaldi Four Seasons Winter
  • Boomerang mechanics now added
    • When boomerang hits an enemy, the enemy is stunned for 5 seconds and the boomerang immediately begins to return
    • Doesn't bring back items (like orbs) yet
    • Added code to dynamically calculate the return slope, so that the boomerang returns with a smooth curve if the player is moving while the boomerang returns
  • Added level select screen
  • Title screen updated with new 3D render using Blender
  • Title menu updated, with the menu items (Start, Quit) selectable with the up and down arrow keys (or w and s keys), and choosable with the spacebar or enter keys. This will make adding new menu items (such as continue, load game, credits, etc) much easier.
  • Removed the power orb FIFO pipe. Now you only need one orb to get the 3x attack bonus. Now only one orb displayed at the top of the screen.
  • Added calculations to make collision blocks rounded if it is surrounded by two non-collision blocks

Brainstorming

  • "Mega Man" style level select screen - Maybe make the first ice stage mandatory, with a cutscene following, then the user can select the stage they wish to play.
  • Story: Evil villain casts a virus on the various creatures which turned them evil. Tux must defeat each of the creatures and remove their virus.
  • After a boss is defeated, Tux will acquire a special weapon related to the defeated boss
  • Question: Should certain special weapons be required to complete stages? Should certain special weapons grant access to hidden areas?
  • Question: Should levels be replayable? To pick up missed items on the first playthrough.
  • Question: Should the player be able to extend their maximum life? This may give an unfair advantage in later stages. Maybe have health boosts within the level to extend your life, but they would disappear after the level is over (like SMB2)
  • Puzzles that make the user solve computer science style problems, such as binary arithmetic
  • Instead of having the 3 orb bouns give you 3x power against enemies of that color, have the 3 orb bonus apply a special effect to your weapon. For instance, 3 red orbs will make your sword have flames, which will set enemies on fire when you hit them, which causes additional periodic damamge. Having 3 blue orbs would give your weapon the chill effect that will frezze enemies when you hit them. Three yellow orbs could give you shields or something.
  • Add a total orb count... Decision:
    • Make orbs like money to buy items
    • Make orbs add energy/magic, which will allow you to perform special attacks
  • Instead of having a visible orb FIFO pipe displayed at the top of the screen, have a picture of your sword that glows with the currently collected orb... the glow becomes brighter until 3 orbs of the same color are collected and you get the bonus
  • Thinking about removing orbs all together... instead have your sword charged with the color with the last enemy killed. Having the sword charged with that color will make hits on all other enemies of that color 1 hit kills
  • Thinking about keeping the orb powerup, but just make one orb needed to get the 3x attack bonus
  • Getting rid of anything that could be considered a reference to a specific Linux distribution... Enemies like red hats could cause trademark issues down the road
  • Thinking about not giving specific names to bosses... let the player come up with names for them... or take suggestions to name them or something

Bosses

Eight evil penguin bosses must be defeated to complete the game.

First Four:

HAT LEVEL

  • Penguin that wears a blue hat
  • AI: Moves to each side of room and shoots 3 hats (similar to Aquamentus in Zelda1)
  • Powerup: Hat boomerang

REPTILE/JUNGLE LEVEL

  • AI: ?
  • Powerup: Bombs

ASTRO LEVEL

  • AI: Shoots stars out of magic cane
  • Powerup: Magic Wand - muli/spread shot

SHIELD LEVEL

  • AI: ?
  • Powerup: Shield - like Leaf Shield in Mega Man 2


Additional Bosses:

DEVIL/FIRE LEVEL

  • AI: Throws pitchfork at you
  • Powerup - flame / candle to light up rooms

FROST LEVEL

  • AI: Throws icicles at you, and freezes you
  • Powerup: Freeze all enemies on screen (like Flash man)

MAGNET LEVEL

  • Powerup: Magnet missiles

SPRINT LEVEL

  • Powerup: Speed boots

Issues

  • If the boomerang hasn't returned to the player when the player moves to another room, then the boomerang will be at the same location in the next room and return to the player
  • Enemies get "stuck" at the open space to the previous room

Software Docs

Setting up the Development Environment

Requirements Definition