Super Evil Machine — playable

Posted by (twitter: @garethjenkins)
December 16th, 2012 12:19 pm

Okay, so it’s playable… few (many) things left to do though, see list at the bottom.

Some notes along the way.

Screen Shot 2012-12-16 at 19.09.15

These “Things” spawn on platforms, walking somewhat randomly. You need to get them into the Evil Machine to replenish your evil energy.

Screen Shot 2012-12-16 at 19.10.33

You control them (a bit) by flipping the platforms, and making them fall through.

Screen Shot 2012-12-16 at 19.10.27

You can also push them along the top of the machine using the “Pusher”.

Screen Shot 2012-12-16 at 19.09.36

If the Things get away from you, they’ll jump onto new platforms and new rows of platforms get created as they jump. You can scroll up and down the platforms using the wheel / touch scrolling.

Remaining as essential:

– game over / restart & in-game restart

– bigger hitboxes & rotate in direction of side pressed

– occasional spawn on top rop

– evil meter as bar that falls

– bonus for multiple kills

– bounds on camera scroll

– prevent more than one press on pusher, calibrate pusher

– instructions screen / start / restart screens

– attach gui to screen edges not from centre

– sort out double accelaration post jump or fall


Some things to do to play with the playability (a few of the above will affect it though):

– speed of evil decrement

– speed of things

– spawn rate of things

– flip walk direction when catapulted — e.g. if direction of body changes, face to it through rotation


And some polish stuff that I almost certainly won’t get time for:

– machine mechanics and evil meter

— play an single tween everytime something dies?

– offscreen indicators

– click and drag controls

– use pfx / liquid / something for evil meter

– scoring == evil energy accumulated (energy depletes, but score is totalled)

— deaths

— missed opportunities

— “score” — multiplier (no missed opportunities) * deaths * amount squashed at a time

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