End of day 1 – basic game mechanic done

So, just after I wrote my last post here, I came up with the definite game mechanic:

  • You have a jetpack with a limited fuel supply (white bar at the bottom of the screen) and you must visit the platforms in the order given by a colored square in the top-right corner of the screen.
  • After you finish visiting it, you complete the level. Fail to do it with your current fuel supply and it’s game over.

It’s in a very raw state, with some platforms failing to register collision at at, but it’s playable.

I also came up with a name: Jetpack Floating Island Inspector

Tomorrow, I plan to finish at least some more of it and hopefully fix that bug. Too bad I have a family lunch to attend to (hopefully, isn’t going to take the whole day).

The way I see it, it’s great already – I have accomplished this much in a little over 12 hours of hard work. Specially considering that I started with a blank Emacs screen and I’m only using C++, SDL and SDL_gfx.

Screenshot from the ARM version (have some timing issues, but it’s playable):


BTW: source code available at https://github.com/TheFakeMontyOnTheRun/island-domination

BSD License.

Someone with a Raspberry Pi, PLEASE COMPILE THIS!

Comments

06. Dec 2014 · 23:52 UTC
What OS are you using? It looks kinda NeXTSTEP-y.
07. Dec 2014 · 23:20 UTC
This is a Debian Wheezy Linux running inside a regular cheap Android ARM tablet (the app is called GNURoot, but doesn’t require root). The graphics appear on a separate application: SDL X11 Server, also running on the same tablet. The window manager is WindowMaker – and it’s meant to emulate NextSTEP look (OpenStep?). In fact, I would say it looks more like it than Afterstep (and even OSX =-) )