Well, looks like I didn’t get into TOJam this year due to a lack of space and resources. Maybe next year will be better.
Even though, my team may still go ahead with the project we already planned out.
Well, looks like I didn’t get into TOJam this year due to a lack of space and resources. Maybe next year will be better.
Even though, my team may still go ahead with the project we already planned out.
I haven’t been working on Gonna Catcha as much this past week, mostly because I was distracted by the Toronto Game Jam that is happening next weekend: coming up with ideas and eagerly awaiting the confirmation email. Today, I received note that my team was still on the waiting list of participants (they received ~100 more registrations than spots available). Here’s hoping that additional spots will become available in the coming week.
I’ve been working on some ideas for the theme music for the TOJam project, this is what I have so far:
The last thing I was working on for Gonna Catcha was the pathfinding for the Vengeful (left) and Bashful (right) spirits.
UPDATE 9/3/2013 – The content of this post has been promoted to a full-fledged page here.
As promised in the previous post, I will be talking about the items and power-ups that will be in Gonna Catcha.
Six spirits seems sufficient.
Six spirits seems sufficient.
Maybe Pohena was a wild game hunter in a past life. I guess I was much more spot-on than I thought when I decided to make an 80s-arcade-style maze game. 😛
Of course, I didn’t pull the stun-capture-cage game mechanic of Gonna Catcha out of thin air. It was actually inspired from the game Out to Lunch, a platformer made by Mindscape in 1993 for the Game Boy and SNES and later ported to the Amiga a year later. You played as a chef who had to round up his escaped ingredients:
I’ll have an update on the progress of the game up in the next few days (I hope).
I created a a new and improved game description page here, to replace the old, outdated blog post describing the game. You can also reach it by clicking on “Project Gonna Catcha” on the bar above this post.
Not that I actually tried designing them. I mean, putting Internet speak into a level’s design is SOOOOO gauche. |
So I reduced the cell size to 8 x 8, allowing me to cram more details, hallways, twists and turns into a single level:
This might be a little overboard. Feeling… lonely? |
Possible new user interface. |
The addition of a round timer below the round counter. To my knowledge, all arcade games have a way for it to reliably to bring itself to a game over state, in case the player(s) abandon the machine mid-game. That way, it wouldn’t waste precious quarter-sucking time. For many arcade games this comes naturally, by having enemies that persistently chase and/or attack the player(s) until all lives are lost. For games that don’t have that guarantee (Gonna Catcha included), a round timer is used to make sure the game ends.
Also, if the either the number of lives remaining or number of spirits in-hand exceed five, then that counter will switch to a digital counter:
Too…much…stuff… |