Posts Tagged ‘comutor’

CoMuTor – Post Compo

Posted by
Monday, December 22nd, 2008 6:07 am

First of all, thanks so much to everyone who left feedback to me in the ratings area.  I have taken a bunch of the suggestions that people made and have worked more on improving CoMuTor in the past 2 weeks.  Here is the latest work in progress of a post compo version of CoMuTor.  The readme file contains all the changes that I made so far based on my own and others feedback.  I welcome further feedback in the comments on this post for anyone that liked CoMuTor enough to try and play it again.  I’m just having fun working on aspects of polishing and modifying this silly little game.  I look forward to more Ludum Dares!!

CoMuTor v1.1 – Post Compo win32

Changes from compo version:

– added visual score feedback and level indicators
– added 3 minute time limit
– made it harder to eat people
– points scale with faster/smaller vehicles
– rebalanced point system
– rebalanced timing / car release system
– vehicles have different speeds now
– added people to vehicle sprites
– broke out car and suv sprite body for better coloring system
– crushing gas trucks no longer counts towards crush count
– vehicles running into you no longer spawn people
– adjusted menu instructions to reflect new changes

CoMuTor – Final!

Posted by
Sunday, December 7th, 2008 7:48 pm

Here is a link to the updated post compo version that will stay current. ** NEW **

Here is link to win32 binaries only final compo version

Here is link to Mac build of compo version (thanks to jlnr!) ** NEW **

Here is link to full source and media archive of compo version

Gameplay:

You are a monster who has decided you will take out your aggression on the morning commuters.  You can  crush cars and SUVs with abandon as long as you land squarely on them with your jump move.  You must be mindful of the dangerous GAS trucks!   Keep away from those at all costs and let them safely leave the screen.  Every car or SUV that escapes your wrath and flees the left of the screen costs you the same amount of negative points as if you had crushed them with a fatal jump move.  After each vehicle is destroyed it’s inhabitants flee in panic.  You can chase them down and eat them.  Don’t let vehicles run into you though as this will also cost you score as well.  The game speed will continue to increase with every 10 vehicles destroyed.  Since you are an invincible monster you are merely playing for a positive score until you retire from your activities.

Managed to cram some form of “game” into it but it definitely didn’t turn out how I meant it given all the triage and feature cuts I had to make both in programming and art.  I had an awesome time though just the same.  Can’t wait to play everyone’s entries!

Let there be vehicles!

Posted by
Sunday, December 7th, 2008 8:39 am

CoMuTor finally has three types of vehicles.  Given time constraints I am really simplifying the art style so that I will have some small hope of making this a game by the deadline.  I am also looking for gameplay that will fit within the deadline at this point too.

My new simple plan is that vehicles move right to left and that you can attack them and jump on them.  I’m not sure yet how I will work the aspect of them running into you.  Will that hurt you if you aren’t flip attacking them?  Questions questions….

Here is the current build for the curious (win32)

CoMuTor… Slowly advances – “Tech” Demo

Posted by
Saturday, December 6th, 2008 10:50 pm

Well, as the clock ticks down and I find myself with less than 22 hours left in the competition I am trying to keep my spirits AND energy up.  While I am pleased enough with the work I’ve done, I have worked much more slowly than I wanted.  Not sure what this will mean for the adventures of CoMuTor but only time will tell.

Here is a “tech” demo if anyone wants to check out my progress so far.  You can basically move CoMuTor all around and jump and perform his flip car attack though sadly there are no cars yet.

The win32 zip is here

And here is the screenshot for the sake of completeness:

CoMuTor is coming…

Posted by
Saturday, December 6th, 2008 11:34 am

I’ve been working like mad since my last post at trying to mock up some CoMuTor animation tiles to have something to work with the soon to be written game logic.  I always forget how long animation takes and am hoping that these placeholders won’t become permanent as far the deadline goes….  we shall see!

Here is a detail of my Tile Studio CoMuTor project:

Here is the larger image of even more tiles:

I have to draw some final frames of a CoMuTor attack where you reach down and fling cars up into the air and/or a smash attack as well.

CoMuTor

Posted by
Saturday, December 6th, 2008 9:02 am

Progress?  Well, it has been SLOW.  Last night after the theme was announced I must admit I was quite stumped.  I couldn’t even remember if I had voted for roads or not.  I knew that this time around I wanted to pick a game scope that I could pull off in the allotted time.  All the immediate ideas I had were way to ambitious though and I felt like I was merely wading through game ideas that were either too complex or just not interesting to me to put the energy into in order to accomplish them in the timeframe.  Also, I admit I was blindsided by not being able to get past thinking about cars instead of roads.  So, I basically took last night to let the ideas seep and the subconscious work on it.  I played a bunch of Left 4 Dead with two friends and another Ludum Dare steam group member who was also (procrastinating?) like me.  :)

That was a lot of fun, but anyway I digress!  I went to bed late and uncertain.  I loaded my subconsious up prior to bed by browsing hundreds of google images for “roads” looking for inspiration.  I then slept about 6 hours but had no dreams about roads.  Before sleep I had a few ideas running around in my head but nothing felt “right”.  I was thinking about a mailbox baseball game but couldn’t decide on perspective.  I was thinking about a garbage collecting game but decided it would be too ambitious.  So, this morning after a bunch of coffee I was suddenly hit by a vision and sketched the following:

And thus, CoMuTor was born.  Basically Rampage + Gridlock = CoMuTor.  I feel that I just *might* be able to pull off this idea in the time remaining.  Still a lot of details to work out but basically I’m thinking that the idea will be as follows:

You are CoMuTor a monster that for some unknown reason have appeared downtown during rush hour and must battle your way out through gridlocked traffic to the suburbs and then the country.  Of course you will get to smash and battle many things along the way as any “Rampage” type game should allow.  Why are you a monster in the city?  Umm.. why not?  😉

As you can see, many details remain.

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