Project #2: Elemental. Demo + screens of CO.

Published June 27, 2008
Advertisement
So I have two projects in progress currently - my primary long-term project is still Cloud Ocean (for which I have created a day/night cycle and a menu); however, my new short-term project (scheduled for release in August) is Elemental.

Elemental is unique due to its gameplay - it's sort of a puzzle-platform game utilizing mostly mouse control.

Each level, you start with a set of Elementals - Earth, Air, Fire, Light, Dark, and Water. Your goal is to get as many as possible to the level's end. You do this by combining Elementals to create devices to help you on your way... for instance: Combining Fire + Water Elementals creates a Steam Jet, a directed flow of hot air which boosts your Elementals up cliffs etc. Or you can combine Earth and Light to create the Clay Globe, a giant ball perfect for smashing walls - if properly directed. You don't get spent Elementals back - it's up to you to find the most efficient path through each level. The wide variety of potential gameplay elements, in my opinion, means a very engaging game.


Oh, and there's a demo. It contains the four tutorial levels - all I have done for now. Download here.


In CO news, I've added a day/night cycle, adding sunrises and sunsets, as well as a sun-distortion effect around the horizon:


The height of the horizon and the radioactive water will be fixed, I promise. Also, I intend to edit the colors quite a bit, "until I'm satisfied." Right now it's way too yellow and not enough blue...

Also, I have a near-final menu design:


Previous Entry Issues + Green
0 likes 4 comments

Comments

DecipherOne
I tried the elementals demo.

System Specs

Pentium 4 3.0ghz processor
2gigs pc2700 ddr ram
ati radeon X1650 pro 512 megs of ram

Game reported my system had been detected as not being able to run in high detail.
I find this hard to believe.

Also, beyond being able to select the information bubbles, the game didn't seem functional. I was unable to do anything. The idea sounds interesting though.
June 27, 2008 11:49 PM
omicron1
It checks how fast it's running in the menu - if it gets an average speed of less than 25 fps, it turns off some drawing methods. As it says, you can manually adjust the detail if need be... however, it turning itself down on your system does sound a bit odd... maybe background processes were affecting the speed?
Incidentally, you're the first person I've had report the detail issue...


Anyway, on to functionality. I am ~95% sure the game wasn't malfunctioning on your computer. I assume you were able to access the map screen and the first tutorial level? If so, you should read the little hint bubbles. This ain't no normal platformer, and the control scheme may take some getting used to. Thus, there are a lot of hint bubbles, especially in the first level - but if you take the time to read them all the game should be easy to control.

But here's a summary:
Left-click and drag activates a selection bandbox. You can select specific Elementals this way.

Right-click and hold opens the Radial Menu. From here, you can select types of Elementals (by moving the cursor over their icons), all elementals (by moving the cursor over the seventh icon counterclockwise), or combinations (by moving the cursor over two icons in sequence - say, fire and water). Releasing right mouse will complete your choice.

Selected Elementals may be moved by left-clicking - they will move towards the mouse cursor.

Selected Combinations may be activated by left-clicking at the desired location - the combination will be placed there, and the required Elementals will move to the target location. Right-clicking will cancel a combination in progress.

I hope that helps.
June 28, 2008 02:25 AM
DecipherOne
ok, it was hard to tell how to enter into the levels. I moused over the quads multiple times but never hit the small white spot that you have to hit to enter the level. Perhaps having something be a bit more of a sign that the quads are the levels would be helpful, or just allowing the player to select the entire quad. I know somethings may seem obvious to those doing the developing, but even the simplest thing can be overlooked by a player. I really like the concept a lot.You could really do a lot of great puzzles with the mechanics. The tutorial level is pretty well done too, although the amount of hints could end up being a bit intrusive on the gameplay if there would continue to be so many. Keep us updated on it though. I look forward to checking it out at a later date.
June 28, 2008 07:19 PM
omicron1
So, larger level select icons/tolerance. Got it.

The number of hints in the first four levels is entirely due to their being tutorials, and having to introduce so many new concepts. In later levels, the player will be left to figure things out mostly on their own - a few hints will introduce the general concept of each new combination, and that'll be it.
June 28, 2008 10:54 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement