I've got Overkill Demo Co. to the point where I might call it an alpha version, so here's the post.
Things done:
- Bomb, Big Bomb, Nuke 99% implemented: just needs some tweaking
- Meteor 50% implemented: very boring right now. Launches from right above the mouse to the mouse position, so it never does a good deal of damage
- Different Building Types/Materials 95%: I have a good way to add in any new types of materials, and I have a good way to create a building template. This is great for...
- Randomized Building Locations and Types 99%: Each time you load the map there is a different set up, with various numbers (configurable!) and types (configurable!) of buildings, and in varied locations! I also already have implemented a check to make sure buildings aren't placed on top of each other. I figure since this isn't a puzzle game with a minimal amount of materials, it doesn't matter what the building set ups are necessarily- so why not have it random and infinitely replayable?! I plan to have the number of buildings and more difficult types increase as your score goes up (i.e. higher difficulty stages)...
- Scoring 30%: I have a very simple scoring system, shown in one of these images, that simply calculates the number of total pixels that each block has moved since the beginning. Hence, the further things fly the better your score. I'll probably stick with this system for a long while (perhaps adjusting slightly so you don't get as many points if you used a bigger bomb- so it was easier to make things fly). It's not perfect, and it doesn't get my "style" scoring system done, but it does work and it allow for a progressing, leveling system where you can unlock different weapons.
- Physics 100%: I am using a premade Gamemaker physics engine, so all the work is done! :)
Note that the game isn't very pretty to look at right now (honestly, what demolition-based games are?) but it's very fun even at this early stage!




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