Sunday, 30 December 2012

Citacup Game Development 04

Today's episode of Citacup's sneak peek features the timer to not start until the player passes a certain point.
A bit of background colour to improve appeal with very minor effort and the latest feature to allow touch screen controls when ported into iPads, Tablets, iOS and Android systems.


The tutorial stage also has 2 different versions, one for keyboard controls and one for touch screen controls.
The touch screen controls are pretty easy to get used to and shouldn't be too confusing.

  • Hold the arrow pointing left on the left side of the screen to move left.
  • Hold the arrow pointing right on the right side of the screen to move right.
  • Touch the center of the screen (Cita) to jump, the jump height can be extended when held by a little bit.
  • Crouching is currently not implemented yet but will be anywhere across the bottom of the screen to crouch.
  • Rotating requires you to press the center of the screen across the top above Cita (so that you don't initiate a jump) then swipe horizontally across left or right depending on which direction you want to rotate.

Tuesday, 18 December 2012

Citacup Game Development 03


A little more rework on the HUD, adding the timer at the middle and the Token percentage collected.

The Tokens will play a very large role into the final score at the end of each stage. They do not need to be fully collected but whatever percentage of Tokens collected is what the final score will be multiplied by. So a perfect score can only be achieved by 100% Token collection.

Full scoring system below:

Score Type
Score Mechanic
1000 Cita Points (CP)
Base points awarded
Time Subtraction
Lose points for every second spent
Enemy Addition
Gain points for stopping enemies
Life Multiplier/Divider
No Death: CP ×2
One or more Deaths: CP ÷ Number of Deaths
Difficulty Multiplier
Bronze: CP ×1.5
Silver: CP ×1.25
Gold: CP ×1
HEC/HFC: CP ×1
Token Multiplier
CP × Token%

Return shortly for more updates on Citacup.

Sunday, 9 December 2012

Citacup Game Development 02

Returning with more inside looks at the Citacup game development.


A HUD that shows the Difficulty and Rotation Availability has been added (score/time coming soon).
Bronze, Silver and Gold difficulty will have their corresponding difficulty colours while HEC and HFC will have their own unique colour scheme.

The rotation feature has also been implemented making wall crawling possible!

More exciting updates will follow, Enjoy!

Wednesday, 5 December 2012

Second Year End

The final scene of the year from course. Animated over two slow and slacking days with a dreadful character design.


It has been a fun year, progressive and educational. Hopefully it's enough to get me by in a studio, otherwise I'll be practising more until then.

The CitaCup game has it's main mechanics finished and are almost up to the level designing stage so expect more of Cita soon.

Sunday, 2 December 2012

Citacup Game Development 01

A few days ago I finished making the animation for the controlling character, Citacup.
Today I present you the first the first sneak peek of Citacup's game development. In the video below demonstrates the basic programming of Citacup walking, jumping and falling on platforms.


Colours are fully customisable with 16 default presets, as are the buttons with the default inputs below:

Controls
Default Keyboard Input
Move Left

a
Move Right

d
Crouch

s
Jump

w
Rotate Room CCW / Cancel Menu
q
Rotate Room CW / Confirm Menu
e

The room rotation has not yet been implemented but the aim of the game is to reach a certain point of a stage by walking/hopping, jumping obstacles and rotating the room to access places that are otherwise impossible to reach.

Planning on making around 30-40 stages divided up into different terrains that should keep players interested by having new/different background art, different interact-able terrain and their stage specific enemies.

Multiple difficulties to add replay value and to challenge players for highest scores and/or fastest times.
- Bronze Cup
- Silver Cup
- Gold Cup
- Half Empty Cup
- Half Full Cup

The Bronze, Silver and Gold are the Easy, Normal and Hard mode equivalents respectively. The HEC and HFC Cup modes have more drastic changes to the difficulty of the game where HEC as it's name suggests empties the stages of their blocks making the player have less ground to walk across and utilising the rotation more. The HFC mode increases the stages enemies making trespassing much harder.