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"Artificial World" - HexZyle's Spiral Knights Fangame

23 replies [Last post]
Fri, 11/21/2014 - 19:02
Hexzyle's picture
Hexzyle

It is my dream to make a game that is as close to the Spiral Knights lore and logic as possible. I plan to work on this game, releasing weekly updates over the next few upcoming months, and if it all goes well, for an indefinite period after that. Artificial World is an open-world platformer in its very early stages, so there's a lot of open-worldness and platformness, but not much else.

Download Link: http://bit.ly/artificialworld

Controls
The game uses the arrow keys to move: up arrow is to grab ledges, down arrow + jump to get down off walls, and down arrow allows walking off platforms.
Spacebar is jump, Shift to sprint, Z is shield, X is aim gun, C is fire, and A is interact.

The Slime Stack does naturally spawn in Slime themed levels, but as many types of level spawn, these are very far and few between so I've added in debug functions to spawn mobs at your location: 7 drops a slime stack on the platform you are standing on (if you press 7 while not standing on a valid location such as while you're in midair or on an elevator, the game will throw an error, so don't do that), 8 spawns a Jelly Cube, 9 spawns a Retrode, and 0 spawns a Polyp.

Do note that while multiplayer is functional, it's currently plagued by bugs as my primary focus is getting basic engine features working before anything fancy like multiplayer.

Now this part is important: there's an issue on certain computers I haven't been able to track down yet, It's pretty much entirely dependant on me finding someone with a bug and then working with them to correct the bug remotely, and so far I haven't found anyone reliable enough to send me the errorlogs to fix this issue. If your game hangs on a beige screen shortly after starting, restart the game, press F5 in the menu, start another game so you get the beige screen, and then send me the errorlog.txt found in C:\Users\[username]\AppData\Local\Artificial_World. This is very important. The sooner I am able to squish this bug, the less people have to suffer from it.

Future Updates
In addition to adding more functionality to the already-existing content, such as making more objects interactable, adding more mobs, and more items, very high on my priority list for the next few updates are the following features:
- Sound effects
- Music
- Replacing placeholder graphics
- Status Effects
- Damage Types and Defenses
- Classes
- Tiers affecting monsters
- Friendly NPCs
- Advanced item system
- Multiplayer features (chat, bugfixing, trading)

History
There was a fangame I was programming in GameMaker but ended up dropping May earlier this year due to it being a bit of a handful. The original concept for this fangame was to be a text-orientated dungeon crawler, because I thought that'd be more simple. Turns out it really wasn't, getting a text parser working, least of all things, was horrendous to program, not to mention the amount of text content I'd need in the game for it to be mildly interesting. To make matters worse, bugfinding was an absolute nightmare as I had very little interaction with the game data.

Thus I changed the idea for the game to a platformer, got off my fat metallic behind and actually decided to program a working platform physics for once in my flippin' life. (The reason why I originally tried to go with a text-based game is because I thought it'd be "easier" than a platformer) Starting from scratch, I've been working on the game steadily (as steady as I can be... it's mostly been just me staying up late programming it, falling asleep, getting up at midday to start working on it again) for almost the last 2 weeks, and I've got a considerable amount of the basic engine programmed. (if you follow my blog you'll have an idea of my progress)

I thought to myself I might as well get one final push out of the project (I have a really terrible habit where I drop programming on games left right and centre, and I thought that if there are people waiting on me, I'll be WAY more motivated to finish something) and decided to announce that I'll have a playable demo by 29th November.

Fri, 11/21/2014 - 20:06
#1
Hexlash's picture
Hexlash
A Wolver's Purpose

Sounds cool! Can't wait to see what you come up with. :D

(Good to see you back on the forums too =P)

Fri, 11/21/2014 - 20:31
#2
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

I am intrigued.

I have my own fan game as well. I'm curious...how are you going to get sound-effects? I have talked to OOO, and we cannot use their sound effects at all.

Btw, if you ever want a bit of help on sprites, I wouldn't mind dropping my project for a little while to give a bit of support. I can't make any promises, though!

Fri, 11/21/2014 - 21:12
#3
Hexzyle's picture
Hexzyle
@Autofire

I have talked to OOO, and we cannot use their sound effects at all.

Ah, thanks for this information. I've been planning on making my own as I was kinda expecting that might have been the case. For the BGM I do have plans for midi-fying the soundtrack from the game (if that's allowed) but as for the SFX I'll probably be just using acappella as placeholders until my game reaches a more refined stage ;)
I'm entirely new to the whole MIDI scene, and spent an hour or two chucking together a small part of a couple tunes to see how they sounded. They turned out recognizable, but not-so-in-tune.

https://dl.dropboxusercontent.com/u/89228792/UnnaturalWorld/fanfare_elev...
https://dl.dropboxusercontent.com/u/89228792/UnnaturalWorld/battle_1.mid
https://dl.dropboxusercontent.com/u/89228792/UnnaturalWorld/treasure_vau...

I wouldn't mind dropping my project for a little while to give a bit of support. I can't make any promises, though!

I'd feel kinda bad if you dropped your own project for mine. Sprites are the least of my worries for the moment, anyway. It's the programming that's the hard part, and it's something I can't really get much help with because my game's already at a pretty complex stage, and the way I write code is... unique.

Fri, 11/21/2014 - 21:53
#4
Ember-Break's picture
Ember-Break
A game to play?

Aww yissssss. I'll be waiting for it.

*Bookmarks Page*

Fri, 11/21/2014 - 22:00
#5
Trats-Romra's picture
Trats-Romra

@Hexzyle
You have my +1.

the way I write code is... unique.
Can I take a look on your code or a piece of it? I would try to understand it.

Fri, 11/21/2014 - 22:52
#6
Hexzyle's picture
Hexzyle
This is after I cleaned it up

This is after I cleaned it up so that bracket placement was consistent with my personal rule (an open and close curly bracket must always be vertically aligned)
For one-lined "if" statements sometimes I either just do
if (argument) {code}
or
if (argument)
tab {code}

Here's my two scripts that align Skydomes and their elevators
https://dl.dropboxusercontent.com/u/89228792/UnnaturalWorld/sf_move_skyd...
https://dl.dropboxusercontent.com/u/89228792/UnnaturalWorld/sf_move_skyd...

Mon, 11/24/2014 - 09:40
#7
Hexzyle's picture
Hexzyle

I've uploaded a video on a mob spawner I recently implemented
http://youtu.be/0_8Li0vn7PE

Fri, 11/28/2014 - 07:59
#8
Hexzyle's picture
Hexzyle

Ugh, it's been a long week.

Fri, 11/28/2014 - 08:38
#9
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Cool stuff!

Can you pick up the stuff that drops from boxes and thing? Or is that just visuals? It took me a little while (2 deaths) to figure out that you could climb up ledges. I always found myself mashing the Z key to shoot, when that just shielded. (It's just me and my preferences, though.) I like the aiming system...it allows you to strafe nicely, but it messes me up that you can't guard at the same time. Also, it annoys me a bit how you have to wait for the elevator to return if you kill yourself somehow. (Probably an issue of polish, so I'll let it go.)

Also, the player has stamina. Not a bad thing, but just a little surprising. I guess this will be a little slower paced than my game.

It's coming along pretty well, as far as I can tell. Keep it up! (Also, I haven't gotten any glitches...yet.)

Fri, 11/28/2014 - 08:57
#10
Hexzyle's picture
Hexzyle
@Autofire

Can you pick up the stuff that drops from boxes and thing? Or is that just visuals?
The coins are just visuals at the moment. I wanted to have them pickupable (but do nothing other than increase a variable) but I didn't make it in time.
I'll be working on the inventory over the upcoming week though, along with some new items, and a way to store stuff in the arsenal etc.

I always found myself mashing the Z key to shoot, when that just shielded. (It's just me and my preferences, though.)
I've structured the code so that it supports rebinding keys for everything, but the actual rebinding hasn't been implemented yet, sorry.

I like the aiming system...it allows you to strafe nicely, but it messes me up that you can't guard at the same time.
Yeah, I'm still considering different ways to balance the usage of the gun so that it can't be mixed with insta-shielding between each shot. I could do it like how it works in Spiral Knights though, with a windup and winddown animation. Would that be better?

Also, it annoys me a bit how you have to wait for the elevator to return if you kill yourself somehow. (Probably an issue of polish, so I'll let it go.)
Ah, thanks, good feedback! I'll implement a timer to reset an elevator's position after arrival.

Also, the player has stamina. Not a bad thing, but just a little surprising. I guess this will be a little slower paced than my game.
Yes, it's a feature that I'm testing out at the moment. I just wanted a system to stop the player from spamming jump (since jump does actually allow you to travel faster than topspeed) without just chucking an arbitrary cooldown on it. Many of the guns will use a form of ammunition though so I'll take their heat-eating tendancies down a few notches once that's implemented. The game's going to be a little dependant on a lot of stuff like stats, energy bars and resources, so yeah, it won't be as fast-paced as a straight-up platformer.
My end goal is for players to travel in parties, (of four) so it'll be about deciding when to rest and when to crank up the heat.

Fri, 11/28/2014 - 13:24
#11
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Coins: That makes sense.

Rebinding: Ok. Makes sense. And, it's good that you kept rebinding in mind when writing the code.

Aiming: Well, it really depends. I don't know if strafing is a must, because most plat formers don't have it. If you do want to keep strafing, having a wind up/down cycle should be fine. Having to deliberately toggle strafing gets confusing, and it doesn't really feel very natural. (Or maybe it's just unique and I'm not used to it? That's an important factor.)

Elevators: When I think about it, they probably won't be a problem in multiplayer. For now, though, it's more of a convenience thing than a gameplay thing.

Ammunition: Like Spiral Knights? Or the standard scavenger system? (Finding ammo from fallen foes/lockers) Or Megaman? (3-4 shots on screen at once.)

Multiplayer: Cool. I wonder how that would turn out.

I also suggest you watch this. Also, you might want to pass this along to OOO, or else we might have another failed Resurrection on our hands.

Fri, 11/28/2014 - 15:04
#12
Hexlash's picture
Hexlash
A Wolver's Purpose

Daw, it's an exe file, so it doesn't work on Macs.

I'm assuming the code is one of the C languages?

Fri, 11/28/2014 - 16:53
#13
Hexzyle's picture
Hexzyle

@Autofire
Having to deliberately toggle strafing gets confusing, and it doesn't really feel very natural

Ah okay. So perhaps I should change X to a hold-to-strafe key, and in addition change the firing method to be dependant on the arm animation like in Spiral Knights

Ammunition: Like Spiral Knights? Or the standard scavenger system? (Finding ammo from fallen foes/lockers) Or Megaman? (3-4 shots on screen at once.)

I would like to have the former two (clips and sump ammo) with my ultimate goal being the crafting or purchasing of ammo, but I don't have reloading programmed (nor any animations for it, it sounds like a chore) and its going to be a long time before any sort of crafting mechanic is added (if I even GET that far) I'm just going to run on stuff you find in boxes.

@Hexlash
Daw, it's an exe file, so it doesn't work on Macs.
I'm assuming the code is one of the C languages?

Its GML. I recently got Studio as it was on sale ($25 down from $100, woot!) which has the capability to port to Mac, but you need to spend another $99 on the expansion to do that.

Fri, 11/28/2014 - 17:10
#14
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

@Hexlash

Though I haven't tested it, you should be able to run the game with Wine. If you don't want to compile stuff, try CodeWeaver's trial package. (In the past, Wine has been perfectly fine.)

Fri, 11/28/2014 - 19:36
#15
Trats-Romra's picture
Trats-Romra

I posted more 6 pictures on the same link that I gave to you before.
http://1drv.ms/1pakGVI

About the game, I found the same problems of Autofire.
Is it intentional the impossibility of jump to the lower platform when on full heat?

EDIT:
I jumped from the elevator and a platform. If you walk and jump, you will fall and die. Is it intended?

Fri, 11/28/2014 - 19:55
#16
Hexzyle's picture
Hexzyle
@Trats-Romra

Is it intentional the impossibility of jump to the lower platform when on full heat?
EDIT:
I jumped from the elevator and a platform. If you walk and jump, you will fall and die. Is it intended?

I don't really get exactly what you're saying. I know there is a couple issues with ledge jumping, it's a little clumsy at the moment. Perhaps I should disable the "ledge lock" feature since it just ends up causing you to slow down before a long jump, costing you your life.
I also want to invert how the jump strength works. Right now the jump occurs when you let go of spacebar (or when jump strength reaches max) instead of when you press the spacebar.

Fri, 11/28/2014 - 22:15
#17
Trats-Romra's picture
Trats-Romra

Sorry, english isn't my native language.
The first time I tried the game, my heat reached the max and I was crowded by slimes, so I tried to jump to lower platform and nothing happened. This is about the first question. But I remembered now that I died before jumping, so problably I not noticed that I died.

On my second question, I was intended to ask if the possibilty of the character jumping from a platform or elevator was intended.

If I'm not being clear yet, please ask me.

Fri, 11/28/2014 - 22:30
#18
Hexzyle's picture
Hexzyle

Well yes, I intended there to be a function to jump from platforms. (off the sides, down though them to lower platforms, and up through them) Elevators too, but I plan on giving the railing a hitbox so this happens less frequently by accident

Sat, 11/29/2014 - 09:48
#19
Trats-Romra's picture
Trats-Romra

Ok. Keep the good work.

Sat, 11/29/2014 - 17:07
#20
Krakob's picture
Krakob

Good job, Hex! I'll try to get around to trying it sometime soon!

Wed, 12/03/2014 - 20:36
#21
Hexzyle's picture
Hexzyle

@Trats, Krakob
That's for the support :)

@Today
Welp. There goes any hope of getting anyone to play, let alone bugtest my game in the next week or so :P

Thu, 12/04/2014 - 00:35
#22
Nechrome's picture
Nechrome
Homestuck!

This seems a pretty awesomesauce project. I look forward to future progress in anticipation!

Thu, 12/04/2014 - 00:35
#23
Nechrome's picture
Nechrome
Homestuck!

Nooo doublepost why must you do this to meeee

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