Willy Force

Posted by oddbob on September 28, 2006 · Lovingly Filed Under Personal 
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Not a lot to say about Willy really, Stu’s got pretty much most of the engine nailed down now - in last nights test build we can now wander about the rooms in all directions (previously, jumping up to a room caused it to throw a dicky fit), the objects can now be collected and once one player has collected it, thats that for that object…as it should be. So, bit of a laugh testing it tonight only marred by one awkward bug which apparantly cropped up when Stu added the slopes code… occasionally we can’t actually jump to the left.

No biggy to fix I’m assured, so all systems still go there.

Opened up VI for the first time in ages and started coding up the bonus rounds, had an idea to base them around G-Force and set to writing the basis of the code…after a few hours and a quick chat in IRC thought “Given its only a small amount of levels I might as well just do a quick G-Force remake”… hmmmph, so much for VI there then! Rest assured a good proportion of what I’m writing around G-Force will make it into the game in a slightly glitzier form, but I figure this is a pretty good way of testing wether the bonus rounds will work as a mini-game in itself.

So far, not a lot to see other than a quick test of things working as they should…the player moves between grid lines and the flippers flip and stalk towards you - tankers split… thats about it for now, few more enemies to code up when I’m less tired (as in, not about to hit the keyboard like now) and I’ll just sling this out pronto. Quick, dirty and hopefully at least reasonably playable.

No, not Battle Of The Planets you twunt

Speak your brains

4 Responses to “Willy Force”

  1. the2bears on September 28th, 2006 9:24 pm

    I’m liking the looks of this…

    Bill

  2. Richard Phipps on September 28th, 2006 11:33 pm

    Is this Space Giraffe without the effects?

  3. oddbob on September 29th, 2006 2:49 pm

    Its pretty much Tempest on a 2d plane, yup.

    Got Minion on the testing corner last night so I’ve had a few changes to make… the play area is now longer, few of the graphics have changed…and the spikers are now working as they should after I brainfarted on them for a few hours.

    Its *nearly* completely playable now, Superzapper up next then we’ll find out wether it works as a game proper or plays like shite ;)

  4. Richard Phipps on September 29th, 2006 7:09 pm

    Sorry to say.. I never liked tempest.
    But I know you’re a big fan. :)

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