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Author Topic: I'm Making a Dwarf Fortress-Inspired Platformer  (Read 2136 times)

Yoink

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Re: I'm Making a Dwarf Fortress-Inspired Platformer
« Reply #15 on: September 01, 2011, 06:02:30 am »

You are a dwarven cook. Down the hallways, you hear screaming. "We've found adamaaaAAAAAARGH!!!!"

You know it's time to run like the wind (from a furnace air intake, you know, not that elven breeze up on the surface)! Leap spiked pits, magma trenches, tantrumming soldiers, fireballs from imps, etc. on your race to the fortress gate -to be the first to Pull The Lever (and be the only one NOT sealed in with certain dismemberment).

F*** yes. By Armok, the Mouse's a genius! Do it! :D
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Booze is Life for Yoink

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Itnetlolor

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Re: I'm Making a Dwarf Fortress-Inspired Platformer
« Reply #16 on: September 01, 2011, 11:36:30 am »

A cheap flash game idea: ColossusShadows- Angry Fluffy Wambler

Essentially, you try to take down colossi ala Angry Birds fashion as an adventurer throwing fluffy wamblers.
Different races yield different advantages.

Human = Average all-around
Dwarves = More power (higher maximum power output), a tad slower, lower jump height, but more stout (no need to duck for crawlspaces). More HP.
Elves = Slight trajectory control (or at least seeing the details of your shooting (angle and power output; like Scorched Earth)), of course, at the cost of maximum power to the shooting. a bit faster, slightly higher jump height, and slightly taller than Human. Less HP.

Something like that.

EDIT:
Oh right, you're also running away from the bronze colossus while you're throwing fluffy wamblers and stumbling across more of them. So you'll have to work around scenery, dodge the colossus's attacks, and throw fluffy wamblers at it at the same time. So it's a platformer with aim & shoot elements. You can either procedurally generate levels, or make them yourself.

Higher levels = more complex scenery, fewer wamblers found, and possibly smarter/more complex colossi.

WSAD and [SPACE] control your movement, and the mouse controls your aim/power.

Powerups or shops could be optional to make it easier or harder to get the job done.
« Last Edit: September 01, 2011, 11:52:59 am by Itnetlolor »
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Mormota

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Re: I'm Making a Dwarf Fortress-Inspired Platformer
« Reply #17 on: September 01, 2011, 12:46:37 pm »

A Dwarf Fortress inspired platformer? How about: Game starts, oh look, lava, you have thirty seconds to figure out the controls and make the most difficult jump in platformer history or lose. Forever. If you lose, the game will corrupt your hard drive. If you win, you have to do it again. And again. And again.
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Avid Aurora player, Warhammer 40.000 fan, part-time writer and cursed game developer.
The only thing that happened in general was the death of 71% of the fort, and that wasn't really worth mentioning.

10ebbor10

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Re: I'm Making a Dwarf Fortress-Inspired Platformer
« Reply #18 on: September 01, 2011, 01:20:51 pm »

You are a dwarven cook. Down the hallways, you hear screaming. "We've found adamaaaAAAAAARGH!!!!"

You know it's time to run like the wind (from a furnace air intake, you know, not that elven breeze up on the surface)! Leap spiked pits, magma trenches, tantrumming soldiers, fireballs from imps, etc. on your race to the fortress gate -to be the first to Pull The Lever (and be the only one NOT sealed in with certain dismemberment).

You're an (useless) noble. To stay alive, you have to pull all the levers the giant cross in the sky orders  you to pull.(Said levers, of course activate deathtraps. Your special powers include mandating, both impossible and satisfiable demands.Impossible demands would lower your happines(hp)and kill a chosen dwarf(who stands in the way or annoys you) while satisfiable demands would give a slight happines increase and distract a dwarf for some time.
When your low on happines you can enter tantrum mode, which allows you to punch things and such. You win the game by causing the death of the fortess( either breaking all the kitten cages or killing every dwarf). 
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Greiger

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Re: I'm Making a Dwarf Fortress-Inspired Platformer
« Reply #19 on: September 01, 2011, 04:15:25 pm »

I've actually done this.  And like you it was for an introduction to game programming class.  I used letters to identify monsters (k for kobold, b for batman, D for the final boss dragon) health were booze barrels and you had an axe to attack.

If you somehow beat the dragon boss (which was technically possible but pretty damn hard because I ran out of time before I programmed in the warning before the "get behind cover because it's about to nuke the whole side of the screen your on" move) it gave a text message saying "There is no winning in dwarf fortress" and it placed your dwarf on a tiny little platform over a magma cistern that it was impossible to jump across.

The teacher described it as "difficult" and gave me a B.

I'll see if I can find it.

What program they have you using for making the game by the way?  I've had classes use The Games Factory, Game Maker, and Alice(the last one wasn't a game programming class, but it was the same teacher as my game programming classes and making games using the program for assignments was encouraged.)
« Last Edit: September 01, 2011, 04:20:52 pm by Greiger »
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veok

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Re: I'm Making a Dwarf Fortress-Inspired Platformer
« Reply #20 on: September 01, 2011, 08:57:15 pm »

What program they have you using for making the game by the way?  I've had classes use The Games Factory, Game Maker, and Alice(the last one wasn't a game programming class, but it was the same teacher as my game programming classes and making games using the program for assignments was encouraged.)

Unity. We're write our own 3-d 2-d (2-d gameplay with 3-d graphics. Crappy 3-d graphics) engine in Unity, and then use that to make the platformer.

Some great ideas here, guys. I'm particularly fond of the Chef one. Keep 'm coming!
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Jacos

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Re: I'm Making a Dwarf Fortress-Inspired Platformer
« Reply #21 on: September 02, 2011, 06:56:46 am »

How about, the first level is you escaping Boatmurdered at the beginning of its downfall, through the levels you go though various legendary fallen fortresses, and in the last level, you return to Boatmurdered?
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Every few miles, [the dwarves] stop the cart.  One of the dwarfs (sic) gets off, digs a hole down below the dirt layers, licks the bedrock, and then they know exactly where they are.  It's called GPS: Geological Piquancy Sampling.

IronValley

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Re: I'm Making a Dwarf Fortress-Inspired Platformer
« Reply #22 on: September 02, 2011, 07:23:15 am »

If you plan on including some sort of combat, apart from mario style jump'on'em, I'd suggest having various metals hidden on each level... And then the ability to upgrade armor/weapons on level end, or in certain forge areas.

As for you average point booster (think mario stars) You could have random clothing objects that you need to pick up ;) (In reference to post siege sock frenzies).

I'd imagine wasd control (skip crawl though....)  left/right/jump, and 3 aditional buttons. Attack, Block (if you have a shield) and Interract (if you implement levers/doors etc..)

The two scenarios mentioned, either exploring a post tantrum-spiral fortress, or escaping the demons seem like great ideas.

Bonus points for having flavor/lore text after each level, where you tell the story of the once-great fortress falling into despair =)
« Last Edit: September 02, 2011, 07:30:55 am by IronValley »
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