Main Page

From LD Smith Games Workshop
Revision as of 23:24, 11 October 2009 by Levidsmith (talk | contribs)
Jump to navigation Jump to search

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.


Description

I started development on the Legend of Tux a few weeks ago. I wanted to create a game that combined the gameplay of a Mega Man game and the original Legend of Zelda.

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 from the first stable release, version 0.2

Screen001.jpg Screen002.jpg Screen003.jpg

Screenshots of development, version 0.3

Title3.jpg Tux1.jpg Tux2.jpg Tux3.jpg Tux4.jpg


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


Bosses

Original Four:

Fedora / Red Hat

  • AI: Moves to each side of room and shoots 3 fireballs (similar to Aquamentus in Zelda1)
  • Powerup: Hat boomerang

Suse / Iguana

  • AI: ?
  • Powerup: Hookshot, tail or tongue

Mandrake - Starman with magic cane

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

Ubuntu

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


Additional Bosses:

  • GNU Bison
  • Free BSD Devil
  • "Bob" from Church of the Subgenius for Slackware


Setting up the Development Environment

Requirements Definition