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Labyrinth, Level 1

by William Lee Sims · 05/14/2010 (11:58 am) · 6 comments

We've had a very busy few months! All of the game's features are complete (although a few more might be added). N.R. has been working on the comic and various GUI elements. Closed beta testing began a couple of weeks ago. I have a list of about 20 bugs to fix and pieces of polish to add.

Unfortunately, the month of May was and will be destroyed. I visited family the first week of May and I'm leaving for a 2 week vacation starting Monday. Getting laundry, maps, hotels, and other miscellaneous tasks done is consuming the one free week I have in May! Can't complain, though... it's been a dream since I was a 10-year-old to visit Japan, so I'm excited.

Anyway! Here's a rough video of the first level. It's the most boring of the levels, but it gets the basic game play across. (Note: I uploaded this in HD, but it hasn't fully processed it yet.)


I promise I'll spend more time on the next video making it jazzy and full of star-wipes!

In general you're trying to collect map pieces to determine the location of the artifact and the exit. After you dig up the artifact, you head to the exit. Finally, you use the artifact to escape the cave! You can also dig up gems to get money to spend at the shops between levels.

There is a force within the cave that prevents you from moving. You disable this technology temporarily by playing a solitaire game. The better you do at the game, the further you can move within the cave.

Game play gets more involved and complicated as the levels progress. You can buy pets that help you explore (bat), collect items and sniff around (dog), and dig up the gems (mole). You also have your trusty mouse which you can upgrade to make the solitaire game easier and provide you with more information on your mini-map. You also have a ligthning bug that help light up the levels, avoid traps, and assist with putting the puzzle together.

The levels are quite varied. We've got an underground lake, forest, ruined city, bottomless pit, the city, and several cave types. Each level has its own requirements for leaving (you might need to find information or collect samples).

There's also 2 modes. In hardcore mode, everything is slightly harder, you can take damage, and the game ends in a final arcade-like battle. There are also additional upgrades that are only available in hardcore mode.

Hopefully I'll have more video to share in June or early July. Catch ya all later!

#1
05/14/2010 (2:26 pm)
That's GUI pr0n! ;)

Looks great, interesting gameplay mechanic - and those map pieces are awesome - nice that they snap together easily.

That pink arrow is ... very pink.

... vacation? what is this thing you speak of?! ;)
#2
05/14/2010 (5:00 pm)
Nice looking game, what does the "ACK" button do/mean?
#3
05/14/2010 (8:52 pm)
Awesome! I love what you did with the logo...but I'm biased I guess.

You should let a few friends play it without any direction. Don't answer any questions and watch what they do ( as opposed to listed to what they say ). You'll learn a lot.
#4
05/15/2010 (1:21 pm)
Thanks for the comments!

The GUIs are a lot of fun to create. N.R. has a billion amazing ideas for GUIs and I really love implementing them.

The puzzle pieces are fun to make. I wrote an algorithm that can make smooth or torn borders, and can look torn up or cut up. I just put a "North" sprite and a "key"/"door" sprite in the scene, take a snapshot, and then build the puzzle pieces from that snapshot!

The pink arrow is all me and was added recently.

"ACK" is just "Acknowledge". It's a combination OK/dismiss button.

I did do an early alpha test after all the major features were in. I watched 6 people play without (much) input from me. It drove a lot of the features we added these last few months. Even though we've started the beta testing, another "new user" test would probably benefit us.

Catch ya all in a couple of weeks!
#5
05/15/2010 (10:05 pm)
Looking great, nice work as usual!
#6
05/16/2010 (8:10 am)
So... Cool...