This is Life+, a game about an alien featuring exploration and throwing the floor.
Saturday, October 23, 2010
Woah, what happened?
Hey guys. Life was kinda nutty for a while, my bad!
Life+ is far from dead, never really stopped working on it, it just crawled to a really slow pace for a while.
Hopefully I'll get some more screenshots to you soon, I've been chugging away at a video, and I'm thinking of how to release the demo, so there's all that.
For now, have some art and an apology! I really shouldn't have left everybody hanging so much.
Try not to think about this art too much, most of it probably doesn't mean much.
Then again...
OO looking funky.
This is how it all starts.
OO pensively considers pressing on.
Tea leaves are the root of all sky jellyfish.
A chaotic fight in fungus.
A chaotic fight above fungus.
I'm on pins and needles just thinking about winter...
Bees! More accurately, Honeydews.
What better way to relax?
Welcome to Earth! Well, that's hardly appropriate.
Zap, Mother Hubbard!
Cocoa, Sprinkle, Chip, Garbanzo, Toffee, Bun, Sorbet, Fry, Gum, Tzimmes, Zwieback, Lefse, Albacord, RISE5, and LIZA1 (in no order).
Bird surfing over a volcano.
I think that's all for now!
Phew, it's been a while. It won't be months for the next one.
There, that should be better.
Thursday, March 25, 2010
A couple days ago I added a little feature that makes OO tilt when he runs on an incline, and decided it looked neat enough to take a little silent video.
Since I'm still recovering, there's naturally a few bugs, but I think the effect itself is nice.
Friday, March 19, 2010
Hey guys! It's been too long, seriously sorry about that. I had some computer trouble that lead me to having to reformat, and while I managed to save most things, some pieces were lost and will have to be remade completely.
The biggest thing that's gonna need to change is the lighting engine, from the looks of it. I'm not sure how I'll be handling it just yet, but I have a couple things I'm going to try.
So, if anybody was worried, nope the project isn't over by a long shot. I'll get back to you with bigger and better stuff once this is all in order.
Thanks for sticking with me so far, everyone!
Wednesday, December 2, 2009
There's a spring flower to the left, and an Appleseed.
I'm still making progress, don't worry.
The bug up here is especially dangerous.
Lately I've been noticing that it takes a long time to test rooms, so I added a debug room, and started work on save points.
Something's missing.
I'm redoing the weather/daylight system too, so there's still no real sky to speak of.
Oh, it's the enemy radar.
This time I want to talk more about the different throws. Since Double O's attacks are indirect, it takes a little finesse.
It's just an Appleseed, but it's the target.
There's two basic kinds of throws: A quick throw which can't be directed, and a normal throw, which can be thrown in 8 directions.
The quick throw's angle is just a bit off.
Quick throws are short throws used by tapping the C key, and can be done in quick succession. They're good if something is running away or chasing you. Usually, you'll want the normal throw, though.
Since the throw is longer by a bit, it's still important to judge distance.
Other than distance and control, a normal throw is beneficial because after pulling up a bit of ground, you can carry it around and use it whenever you need. It's kind of like loading a round into the chamber.
Just barely.
If you miss an enemy and you're standing still, you get a little disappointed expression for a second.
Just in case you were wondering what was down there: It's a large ventilation shaft.
There's usually at least three exits on any given screen, by the way. Naturally, sometimes it'll be less. If you're low on health, you can always look for a different way out if a path you've chosen is too dangerous looking.
For instance...
Somewhere along he lost his last bit of life.
Unless you're feeling daring, it's usually a good idea to avoid unfamiliar doorways.
Razzberries typically fly in a predictable manner, so they aren't that dangerous.
Crawling can be a good way to avoid trouble, since it halves the height of your hit-box.
It's a good thing debug mode is on.
Of course, it can't always save you.
Ladders come in lots of shapes and sizes, but they're still pretty distinguishable.
Ladders are all over the place, and it's a good idea to hold onto a ladder going down to a place that's unfamiliar. Of course, you could always jump.
They aren't that easy to spot when it's this dark.
In addition to radar being something you need to gain, the ability to see easier in the dark is something you'll need to earn as well.
With a particular item, this wouldn't be a problem.
Once your eyes adjust, it's manageable, but when you're on your last sliver of strength it's not a good idea, unless you're scouting for new territory. Going in one direction until you can't go anymore for any reason is a good way to get your bearings.
Since it's the debug room, there's no problem finding it.
Collecting a powerup also gives you a note with additional details, which you can read from the file screen.
Anyway, the thing you're looking for is this:
Bright Eyes
The first accessible powerup is Bright Eyes, which makes seeing in the dark easier. It's always active, and never runs out, so it's a pretty major ability. A good portion of the game is underground without power, so without this you'll be flying blind.
There's lots of interesting things underground, so I'd recommend finding Bright Eyes as soon as possible.
Sunday, November 1, 2009
The start of the intro.
This is the first time showing the final resolution (without scaling). It fits a lot better in most layouts, and makes things easier to set up ingame. There's less memory usage too, so I like it.
Plus it's the SNES' screen size, so that's neat.
For now the title itself is place-holder until I hit a style I think is cool.
There's a short little intro attract mode that cycles through a couple things before the game starts if you don't press start.
I like starting in the second slot, myself.
Of course, pressing start brings you to the file selection screen, where you can browse minigames, enemy cards, and so on once you unlock them. The stats shown are your percentage complete, how long you've played, and how many times you've died. There's a little extra room for certain other bits, but it's too early for those. I'm not 100% on this design, but I like it for now.
Anyway, on to a question that I've been wondering about:
What kind of secrets are the best?
There's one up here somewhere.
Is it fair to keep things completely off-screen to keep players exploring when they have new powers?
Above and below. The webs make web noises when you crawl through them.
Or should they be more like this? I guess it's probably best to have a mix, right? Anyway, there's a couple things to touch on.
Where is he?
There's going to be fake walls, of course. I think in most cases it's probably good to have some kind of clue here, but obviously not all. This one was pretty easy I think.
There he is.
Naturally, there are going to be places that move you around suddenly.
There's still plenty of other places to check out.
Before all that popped up was a little arrow when you could head into the background and access a new area, but now that's handled with the action icon. Press Z to enter places and interact with stuff whenever there's a bubble like this.
Also, about background areas, there's two basic types: Dungeons and Scenic Routes. Dungeons are just what the name suggest, there's a boss inside and good treasure. Scenic routes are alternate paths between two places. For instance, if a path is blocked by something, you can usually take a scenic route and wind up on the other side.
The drawback is that they're usually harder than just carousing the main grid.
It's dark in here.
At first your only way of finding out which is which is just trial and error, but eventually you'll find a powerup that lets you distinguish the two.
And there's weird noises..
Other than that, the only way to have a decent guess is to collect files.
They look like this!
Just run into them to pick them up, then browse around to see what you got. I'm thinking of making it so the next time you check a file, you'll start with the last one you got. Right now, it just opens to the last one you looked at.
A hospital?
Files are organized into Info, for things like maps, Notes for info on things like powerups, and Photos for treasure hunting clues. You can press X to switch between the types, hold Z to quickly cycle through files, and if it can be read press C to read it.
It's not much, but it could be fun.
I also added a little option for people who want to see more at once: You can press backspace at any time to toggle the HUD on or off, but the life bar will never completely go away.
You can even use it to challenge yourself, since your enemy radar and ground thickness display doesn't show.