EggStatic (Whack N Egg)
by Edo Broekman · in Torque Game Builder · 05/11/2005 (8:27 pm) · 32 replies
This is an early (after 4 days working in T2D) shot of what I am working on, a game based on the 80s classic 'Chuckie Egg'. The game relies on cleverly avoiding opponents ( obviously not there yet ) while blazing through the level to collect.... collectables :) Trick jumps and moves, finding out the best patterns for a level and very smooth physics should make it fun. I will also add some of the features Nigel Anderson, the original creator, had intended for Chuckie Egg but could not due to his publisher.
This game is not intended to be a 1:1 copy, it will change some things and add several subtle features to give gameplay a bit more depth without really raising the learning curve. I think I need to invite some kids to testplay it for me :)
The graphics are partly placeholders but it -most likely- will keep this retro look. At the moment I got most of the physics/controls done, which are non-standard and highly critical for this game (and any game). Next will be the scoring, enemies and more levels...

This game is not intended to be a 1:1 copy, it will change some things and add several subtle features to give gameplay a bit more depth without really raising the learning curve. I think I need to invite some kids to testplay it for me :)
The graphics are partly placeholders but it -most likely- will keep this retro look. At the moment I got most of the physics/controls done, which are non-standard and highly critical for this game (and any game). Next will be the scoring, enemies and more levels...

#2
Beep Boo boo boo booo boop, as you jump.
Gary (-;
05/12/2005 (10:44 am)
Oh, man. That game ROCKED. Tell me you'll be keeping the original sound effects.Beep Boo boo boo booo boop, as you jump.
Gary (-;
#3
05/12/2005 (11:13 am)
I used to love that game on my old spectrum :D
#4
05/12/2005 (1:00 pm)
You could probably make the sounds come from the little speaker inside the computer. I believe \a or \s in cout makes a sound.
#5
@Christopher. I wasnt planning on using 80s techs :) But I guess it would be a cool option in the menu ... In general this game is more about maintaining (and improving on) the great gameplay than to exactly simulate the old game (plenty of sims on the net for this).
Since the late 80s I was running around with with an idea to add trampolines, slippery floors, sidescrolling (bad idea for SP) and some other features to Chuckie, .. but I stopped writing games during the 90s. So now it is the perfect get-to-know-T2D project before starting on bigger projects ( in T2D and Torque ). This besides making a game that I could play regularly ofcourse :)
05/12/2005 (7:01 pm)
@Gary Yes, I will keep the running/jumping/falling sound. I think its very essential to 'Chuckie'. It gives a sense of action while at the same time it will annoy the hell out of others not playing it! It will proberbly sound a different but the idea / basic effect will be exactly the same. This also depends on what you were used to, Chuckie was released on 15 platforms... @Christopher. I wasnt planning on using 80s techs :) But I guess it would be a cool option in the menu ... In general this game is more about maintaining (and improving on) the great gameplay than to exactly simulate the old game (plenty of sims on the net for this).
Since the late 80s I was running around with with an idea to add trampolines, slippery floors, sidescrolling (bad idea for SP) and some other features to Chuckie, .. but I stopped writing games during the 90s. So now it is the perfect get-to-know-T2D project before starting on bigger projects ( in T2D and Torque ). This besides making a game that I could play regularly ofcourse :)
#6
Other work included adding a special tile layer that holds player starts, elevator, enemy positions and other special functions. In this way they can be edited with the standard editor (so no need for an extra file format :) In the screenshot below I made that layer visible (its bound to a key), but normally its switched off. Btw, the 'round 2 XX' icons remove ladders/ledges at higher difficulty rounds so you need to adjust your paterns around a map.
05/18/2005 (9:12 pm)
One week fast forward.. ended up rewriting quite a bit of code, especially the physics/controls which used to be spread out over key-events, collisions and onUpdateScene; it's now more logical, compact and in one place and that helped a lot when I added the playeranimations and elevators later ( if things are difficult, you might want to take another approach :). Also updated most graphics..Other work included adding a special tile layer that holds player starts, elevator, enemy positions and other special functions. In this way they can be edited with the standard editor (so no need for an extra file format :) In the screenshot below I made that layer visible (its bound to a key), but normally its switched off. Btw, the 'round 2 XX' icons remove ladders/ledges at higher difficulty rounds so you need to adjust your paterns around a map.
#7
- a very handy in-game, while-you-play leveleditor with auto layer placement and auto type-filtered deletes
- 2 player mode (on 1 keyboard: fun, fun!)
- scoreboard, 'gameloop' (if you can call it that), etc...
The game so far is the effort of 12 (often long) days work ( read: testplay :-) with no T2D/TGE knowledge, so for me it's both awesome and a testament how good T2D is! Very happy to have bought it. Not all is perfect but ah well, the results matter most.
screenshot: editor in action while game is underway...
05/23/2005 (9:36 am)
The game is now getting very playable and fun at the moment. It now includes:- a very handy in-game, while-you-play leveleditor with auto layer placement and auto type-filtered deletes
- 2 player mode (on 1 keyboard: fun, fun!)
- scoreboard, 'gameloop' (if you can call it that), etc...
The game so far is the effort of 12 (often long) days work ( read: testplay :-) with no T2D/TGE knowledge, so for me it's both awesome and a testament how good T2D is! Very happy to have bought it. Not all is perfect but ah well, the results matter most.
screenshot: editor in action while game is underway...
#8
05/23/2005 (12:02 pm)
Dude that is so old school... I love it!
#9
05/31/2005 (7:47 pm)
That is indeed old-school. You even kept the odd-shaped pixels common to older systems...I'm sure there's a name for such, but it escapes me.
#10
05/31/2005 (8:17 pm)
Sweet, Retro is back!! This is what makes 2d simply amazing.
#11
I indeed use a sort of simulated limited resolution, the characters are in fact using a 4x higher resolution than what you would expect at first. However, I do make use of that extra resolution almost everywhere to make the ' big pixels' look better. After that I shade everything to make it look a little nicer (last screenshot <> first).
05/31/2005 (8:17 pm)
@Ted: If you know the word for this, let me know, Im curious :) I indeed use a sort of simulated limited resolution, the characters are in fact using a 4x higher resolution than what you would expect at first. However, I do make use of that extra resolution almost everywhere to make the ' big pixels' look better. After that I shade everything to make it look a little nicer (last screenshot <> first).
#12
Let me shake your hand! I was talking to someone the other day and I said (and I quote), "I'm wondering when someone will do a Horace and the Spiders' or 'Chucky-Egg' game!!". I can't believe that I missed this post previously!
Can't wait to play this! If you add a ZX-Spectrum Loading Border, I'll be hooked!
Awesome. :)
- Melv.
06/01/2005 (12:51 am)
Edo,Let me shake your hand! I was talking to someone the other day and I said (and I quote), "I'm wondering when someone will do a Horace and the Spiders' or 'Chucky-Egg' game!!". I can't believe that I missed this post previously!
Can't wait to play this! If you add a ZX-Spectrum Loading Border, I'll be hooked!
Awesome. :)
- Melv.
#13
06/01/2005 (2:10 am)
*smiles* Melv, it won't be too long before it is done.. :)
#14
Can't wait to see more :)
06/01/2005 (3:02 am)
Horace and the Spiders was cool. I remember playing that loads on my old speccy. And Whanck N Egg looks like it's coming on a treat too.Can't wait to see more :)
#15
(menuheader)
06/02/2005 (8:19 pm)
Im busy atm adding a front-end to the game, so it was also time to get rid of the project name. I think this will be the official gamename now...(menuheader)
#16
06/02/2005 (10:37 pm)
It's fun to follow the progress of this...
#17
A nice thing is that my girlfriend, who never plays games, now played the game a few times. She's finds the game addictive already :) Besides this, watching her play really helps me getting the build-up in difficulty right and gives me a better idea of what to write in the helpscreens.
06/03/2005 (8:37 am)
Got my front-end working and added the first helpscreens too. Have a look. Next will be two more gametypes which shouldnt take long and then demo-recording & playback, so you can show off your trick-jumps or levels-done-quicker stuff to your friends :)A nice thing is that my girlfriend, who never plays games, now played the game a few times. She's finds the game addictive already :) Besides this, watching her play really helps me getting the build-up in difficulty right and gives me a better idea of what to write in the helpscreens.
#18
06/03/2005 (9:29 am)
Top notch :) I'm looking forward to a demo now :)
#19
06/03/2005 (11:33 am)
Really niiice retro feeling:) Down to the color schemes- gooody good work.
#20
07/10/2005 (3:39 pm)
Wow man, thats a lot of good work for relatively short amount of time. keep it up, its inspiring!
Torque Owner Jason McIntosh