Combat Cubes by bigbadwofl
Wow, what a weekend. As always, I didn't have time to implement everything I wanted to, but all in all I'm rather pleased with the result.
I wish I could have done more music; I had to make do with 2 improvised guitar tracks. Sorry about the mistakes I made while playing it, didn't have time to re-record.
Ingame help is available but if you have any other questions, please feel free to ask.
Displays best on 1680x1050 and up.
Technologies Used:
C++
OpenGL
Sprites and Maps:
As many of you may notice, some of the sprites resemble those found in 'Realm of the mad god'. I wrote my own Sprite and Map editor and created over 80 sprites for the game. The 4 player classes are the only models that I drew from RotMG.
I kept track of my progress on my blog: http://bigbadwofl.blogspot.com/
Also, when you buy team members, click on their name in the roster to upgrade their stats. Click OK when you are satisfied with the new stats to spend your money.
I wish I could have done more music; I had to make do with 2 improvised guitar tracks. Sorry about the mistakes I made while playing it, didn't have time to re-record.
Ingame help is available but if you have any other questions, please feel free to ask.
Displays best on 1680x1050 and up.
Technologies Used:
C++
OpenGL
Sprites and Maps:
As many of you may notice, some of the sprites resemble those found in 'Realm of the mad god'. I wrote my own Sprite and Map editor and created over 80 sprites for the game. The 4 player classes are the only models that I drew from RotMG.
I kept track of my progress on my blog: http://bigbadwofl.blogspot.com/
Also, when you buy team members, click on their name in the roster to upgrade their stats. Click OK when you are satisfied with the new stats to spend your money.
Ratings
| Coolness | 100% | 1 |
| Overall | 3.12 | 349 |
| Audio | 3.07 | 191 |
| Fun | 3.05 | 303 |
| Graphics | 3.07 | 339 |
| Humor | 1.84 | 632 |
| Innovation | 2.34 | 701 |
| Mood | 3.02 | 251 |
| Theme | 2.12 | 811 |
My major complaint would be about the lack of control of the other team members while you steer your chosen one.
They seem to run off while I go searching chests and potions ;)
@Endurion: You're right, it was way too ambitious but I think that given the time constraints it turned out fairly well.
@Fireblend: Could you give me more info on that error? Does it happen every time? What steps do you take to get to it? I originally had a slightly different idea for the graphics (Which I still plan on implementing) hence the name.
Thanks a lot for the feedback everyone!
Crashed: second level, I thought because I walked too far left
I'd've played longer if not for the crashing; it was fun.
It might be simple, but for me, it was worth five stars on Mood.
I actually really enjoyed plowing through things with six dozen thieves dispatching everything in sight before my warrior could trundle over, but then when I got to the maze level everything came screeching to a 2fps halt. Probably pathfinding.
Beautiful music by the way.
In the good side I think that the way you've made the graphic part is so commendable, I love the big pixels (the pixels and the... errr... well, a clue: they start with B and end with oobs :P).
The music is well done but a bit repetitive (I know, I know, this is the way that the music loops work).
In the not so good side is the player interaction with the scene elements like rocks, trees, etc... when I have to loot I get stuck with them where apparently I could walk, I've just seen that you put another link to download with a version with a fixed bug, I'll download it and play later.
I don't use the other team mates I prefer to use one from the start to the end of the "wave" of enemies, I think that use only one character and make it grow is enough... but only is my opinion.
My global opinion of the game is thta is a good one with potential.
That's it!
Cheers!
It's pretty good and indeed rather ambitious, as people have noted, but I sort of got annoyed at the lack of information... what do the red and blue potions do? How much do the stats actually matter?
Music and writing were cool though!
You should improve your collision system. If you face a wall from the right with A and W, the character should walk to the top instead of get stucked.
@Jeremias: Thanks for taking the time to test my game. I'll have a look at sfxr.
I did like the music though!
link: http://www.winehq.org/
I enjoyed the music and graphics but it wasn't clear what stats and items do (I had to hit every key on my keyboard to find the inventory screen :) )
Overall a very impressive entry.
The main combat gameplay was alright, except that the lack of theatrics really made what could have been explosive quite floaty. For example, there were no sound effects or visual cues when my attacks hit the trolls which made it hard to tell if I connected. There was the bloodstain at the end, but maybe if there were more of those touches combat would have felt better -- all without modifying the actual combat and game feel logic. Overall, nice take on multi-tab Gauntlet I would definitely keep refining this.
-The sprites were charming in their simplicity.
-The music while not bad, got annoying with such a short loop.
-I like the party members, but it was lame to spend points buying a party member and upgrading them only to have them die because they like to run into the middle of enemies rather than using their ranged spells (priest).
@bms: Sorry about the chrashes, working on fixing those.
All I am trying to say here is you are being unnecessarily rude and it might be time to develop some manners.
The text sets the mood nicely though I think its mostly the undeads that were mourning their loss, none of my team member ever fell. So a bit too easy.
Doesnt seem worth it to create wizard AI controlled teammates as they charge into battle like some frenzied orcs despites their low health.