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 Post subject: First playable build
PostPosted: Tue Sep 16, 2008 8:03 pm 
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Location: Antarctica
Hello,

First playable build is up on the wiki

Keys:

Z - Left
X - Right
P - Up
L - Down
RET - Use item (currently only rope)

There's a few issues which I don't have time to sort at the moment, but you should get an idea of where the game's heading:

1. You are invulnerable
2. There's a few optimisation issues (flicker)

Cheers,


Dave


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 Post subject: Re: First playable build
PostPosted: Tue Sep 16, 2008 10:43 pm 
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How has noone replied to this yet??

I've just got back, and fired it up. It looks great!

That opening artwork is phenomenal. Second only to Ravenskull (and that's only cos I have nostalgic fondness for that, plus they did it without access to Francis' awesome tool!).

A Papa's Gong Production?!

It took me ages to work out up and down - should've read your post properly, before I got too excited and downloaded it. :)

I'm right that I can't get past the strange caves to the left and right of the top-most level or past the clearing, tho? Or collect the little red things that are out of reach? There doesn't seem to be any way to get up once you're on the rope, so I assume that's not implemented yet.

I love the final advert screen: MOUNTAIN PANIC - Lose Your Sanity This Winter! That's genius!

Top job, Dave. I'm really looking forward to see the game plot you put around this. :)

Sam.


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 Post subject: Re: First playable build
PostPosted: Tue Sep 16, 2008 11:11 pm 
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Location: Glasgow, Scotland
Samwise wrote:
plus they did it without access to Francis' awesome tool!

Err, do you care to rephrase that? :twisted:

Kind regards,

Francis.


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 Post subject: Re: First playable build
PostPosted: Tue Sep 16, 2008 11:20 pm 
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I made my choice. ;)

Sam.


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 Post subject: Re: First playable build
PostPosted: Tue Sep 16, 2008 11:29 pm 
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Fair enough. :)

Kind regards,

Francis.


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 Post subject: Re: First playable build
PostPosted: Wed Sep 17, 2008 7:19 am 
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Samwise wrote:
I'm right that I can't get past the strange caves to the left and right of the top-most level or past the clearing, tho? Or collect the little red things that are out of reach? There doesn't seem to be any way to get up once you're on the rope, so I assume that's not implemented yet.

You can't get past the strange caves no, they are just caves. You can collect the little red thing (energy) in the cave to the left, just by firing your rope and climbing up it (once you're at the top of the rope, just press 'up'), but the second energy capsule your rope can't reach (initially).

Cheers for comments Sam!


Dave


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 Post subject: Re: First playable build
PostPosted: Wed Sep 17, 2008 9:22 am 
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Location: Málaga, Spain
Very nice Dave!!

Really slick presentation, and it gave me that "new game" excitement that I remember from the heyday of the Beeb! The only disappointment was that there wasn't any protection to start peeling away :lol:

Owing to my total stupidity, I tried for ages to fire a rope off, before realising I actually had to collect it first....

But yeah! Cool :mrgreen:


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 Post subject: Re: First playable build
PostPosted: Wed Sep 17, 2008 10:17 am 
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:o I'm amazed. It's one of the most jaw dropping bits of Beeb programming I've ever seen - and of course, it looks absolutely fantastic.


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 Post subject: Re: First playable build
PostPosted: Wed Sep 17, 2008 10:34 am 
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Nice to hear some positive responses :)

Thanks guys! All being well, I intend to produce a second playable demo around Christmas time.


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 Post subject: Re: First playable build
PostPosted: Wed Sep 17, 2008 11:57 am 
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RichTW wrote:
The only disappointment was that there wasn't any protection to start peeling away

join the club :lol:

just had a play Dave, and the snow falling is well wicked 8-)

well done bud, 20x better than Storm-cycle (never really liked his 'tool', and NO not Francis's LOL) ;)

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 Post subject: Re: First playable build
PostPosted: Wed Sep 17, 2008 8:07 pm 
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Hi Dave.

I'm not much of a games player but I do know when I see a good one and this is gonna be a Great One ! 8-)

Ironically, invincibility is usually the only way I get to seee much of a game so there's a bonus straight away :) Looking forward to the finished product but I'll probably have to wait for the revival of Hackman and a range of cheats before I can get past the first level :(

Martin


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 Post subject: Re: First playable build
PostPosted: Thu Sep 18, 2008 12:00 am 
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Looks very Thunderstruck 2 - if that's what you were aiming for? What are the keys - I can't jump?


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 Post subject: Re: First playable build
PostPosted: Thu Sep 18, 2008 9:39 am 
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AndrewW wrote:
Looks very Thunderstruck 2 - if that's what you were aiming for? What are the keys - I can't jump?


I wasn't aiming to be like Thunderstruck 2 (or any other game for that matter).

You can't (and will never be able to) jump. You use the rope to get around.

I'm surprised by the number of comments I got to this, this place has been a bit quiet of late and sometimes I got the feeling I was going it alone, so thanks for taking the time to download and respond!


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 Post subject: Re: First playable build
PostPosted: Thu Sep 18, 2008 10:14 am 
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DaveF wrote:
this place has been a bit quiet of late and sometimes I got the feeling I was going it alone

A feeling akin to being stuck on a snow-capped mountain, perhaps? :lol:

It's looking good - I'll have to download and have a play soon... good stuff!


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 Post subject: Re: First playable build
PostPosted: Thu Sep 18, 2008 10:32 am 
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Very nice!

DaveF wrote:
I'm surprised by the number of comments I got to this, this place has been a bit quiet of late and sometimes I got the feeling I was going it alone, so thanks for taking the time to download and respond!


Maybe a forum sanity meter is needed.


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 Post subject: Re: First playable build
PostPosted: Thu Sep 18, 2008 11:02 am 
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i think the loader screen is ace aswell, i like the way the wind blows out the mountain 8-)


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 Post subject: Re: First playable build
PostPosted: Thu Sep 18, 2008 7:17 pm 
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So what are the keys?


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 Post subject: Re: First playable build
PostPosted: Thu Sep 18, 2008 7:28 pm 
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See the first post in this topic.

Sam.


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 Post subject: Re: First playable build
PostPosted: Thu Sep 18, 2008 9:27 pm 
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Thanks for treating us to the demo, Dave! :D

I've only had a quick go, but it's nice to be able to use the rope anywhere I darn-well please! (when I played it at Fusion you could only use it on one ledge I think). But the rope-climbing mechanism is beautifully implemented and I can't wait to see what other 'power-ups' make it into the final version.

And it goes without saying that the loading screen is absolutely gorgeous! 8-)

Btw, is there a key to bring up the inventory box where you can cycle through what you've picked up? Or has this been disabled in the demo?

Will have a proper go later tonight, and I'll try and entice some folks over from STH + other forums too ('cause they don't know what they're missing!)


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 Post subject: Re: First playable build
PostPosted: Fri Sep 19, 2008 12:30 am 
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DaveF wrote:
You can collect the little red thing (energy) in the cave to the left, just by firing your rope and climbing up it (once you're at the top of the rope, just press 'up'),

Ah, I did try that but I think I was holding the direction key at the same time, so it didn't work. Just tried it again, and got the energy. Neat.

I also managed to get off the rope before I had climbed to the top of the ledge and managed to walk through the middle, below the surface of the ledge ... I'm sure you've probably noticed that, tho.

Great stuff. After having a day or so to think on it, I have a few suggestions:

  • Dyer seems to move /very/ quickly. I think it might be better to slow him down a little, so you can take in the gorgeous scenery.
  • Conversely, the gravity when Dyer falls seems to be rather slow. Or possibly it's because there's no acceleration. Not sure, it just feels more like Boffin than Chuckie Egg, for instance ... :)
  • I do wonder if you should re-consider the jump feature. I have to confess to be constantly using my little finger on the RETURN key. :)
  • Finally, and I know you probably haven't even got to this point yet, but I think some subtle music would /really/ add to the awesome atmosphere of this game. Especially, if there was a darker. scarier tune for those screens with danger on - like the penguins.

Hope that's of use - just some thoughts, which you're more than welcome to ignore, of course ... :)

Sam.


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