Shelving Polly — Writing an Adventure Game

April 28, 2009

Pyweek thus far has shown me numerous design errors that were present in Polly’s Adventure.

Until I can resolve those issues, I’m extending its stay on the shelf.

I will instead be working on something else entirely. I will be working on an adventure game.

The (tentative) title of the game is Penelope, after its protagonist.

The Plot:

One day, in the kingdom of Brickton, just outside of the town of Redlow, a young woman named Penelope Green nervously approached an old wizard’s house. You see, Penelope was seeking a solution to a problem. She had always been sad, for as long as she could remember. Now, her life was fairly  comfortable, she sold flowers in the market, and that kept her fairly comfortable. She was still sad. She felt ugly, unloved, and like her life was pointless.

Penelope thought that surely the wizard would be able to help her.

When she entered, she was greeted by a large raven that stared at her and cawed loudly. There was the sound of footsteps, and an old man in a blue robe entered the room. He greeted her warmly, and Penelope mumbled a reply.

She told the wizard her story. He thought a moment, and then a wise grin spread across his face. He hurried to a shelf, and picked up a bottle full of a blue liquid.

He handed the bottle to Penelope, telling her to drink the bottle at the dawn of the next day. He said that the process was not an easy one, but that it was fully possible.

Penelope hurried home, and lept into her bed. She had finally found a cure for her sorrow!

The next morning, Penelope got up and popped the cork out of the bottle. The liquid smelled of berries, and shimmered a bit in the morning light. She drank the elixir in one gulp, and waited for it to take effect.

Penelope felt a tingle, and then passed out. When she awoke, she quickly realized that she had been tranformed into a fox!

Tears formed in her eyes. She had been tricked by the old wizard, and now she would be forced to live amongst the animals for the rest of her life!

The raven who had greeted Penelope at the wizard’s home perched in the windowsill. She looked up and glared at the bird, cursing its appearance in her mind.

The raven let out a devilish chuckle, then cleared his throat. He told Penelope that the wizard had decided that she needed to learn to enjoy things in life, and that she was being given a break from her routine to help her do so. The raven continued, saying that when she could demonstrate that she had found joy, the wizard would be happy to change her back.

He then stood a moment, scolded her for glaring at him because he had nothing to do with the whole affair, and then took off into the sky.

The game starts here

That’s what I have so far. Well, and this:

The game will be played from an overhead perspective, and will be tile-based. It will be written in Ruby using GTK+, with a GTK::Drawable serving as the display screen, and regular GTK+ widgets and frames forming the remainder of the interface.


Project — Polly’s Adventure — Learning Pyglet

April 23, 2009

I’ve got a concept. A real, concrete concept. It’s not the intense thing that I originally had in mind, but it’s a fine concept, I’d say.

The title of the game is Polly’s Adventure, and it is a platform game.

It will use the Pyglet multi-media library and Team Super Effective’s Squirtle extension.

The game’s protagonist is a fox girl named Polly. Polly’s cookie jar has been stolen by the Locktooth Gang, a gang of thieves who have been plagueing the countryside, stealing everything from desserts to priceless treasures.

The player assumes the role of Polly as she tries to recover her cookies, and stop the Locktooth Gang from stealing any more.

Over the course of the game, the player will come across various types of items. These range in purpose from restoring the player’s health to giving them new abilities.

I’ll post more details after I’ve written some of the design document. ^_^

—Henry


Side Project — This Game is Gonna Be Real Cool

April 22, 2009

I’ve decided that an RPG is not what I’d like my side project to be. If we can call it a side project anymore. It’s turning into my primary project.

I’ve decided that an action game is the way to go. I’m going to try for something intense, though. Not a tactical game, not a thinking man’s game, and certainly not a beginners’ game. It’ll have adjustable difficulty, complex enemy AI, and other awesomeness.

I have some rough ideas in my head, but I’m gonna wait to write them here. I want the images in my head to congeal into a game first, before I go saying things I may later decide against.

—Henry


My Side Project — Something Different

April 21, 2009

I’ve decided to indulge my urge to have a project besides Scarlet Rose.

My current concept is a console-style RPG.

I’m thinking that to do my concept justice, I need to write it in C++ using OGRE, OpenAL, and OIS.

I’ll post more details when I can be sure that the images in my mind don’t subside with the J-Pop Youtube tricked me into listening to. :-/


The Road to PyWeek — The Plan for Saturday

April 4, 2009

I plan to get my entity and level code done today.

I’m also considering engaging in another game project during my breaks from the practice game, but I don’t have anything concrete yet.

I’m also planning on making an overworld map for the game, so the player can move between levels using it. I’m not sure whether I can get enough levels made for it by the end of the practice run, but I think I can manage it.

—-

I’m getting somewhat excited, because I think I can get this done in time. I’ve greatly simplified the design of the game, nailing the game’s objects down to the following:

  • The Player
  • One enemy type (“Yetis”)
  • Six Items (Coins, Health Powerups, Warmth Powerups, and three types of food)
  • Three types of terrain (Ice, Snow, and Stone)
  • The Level Goal (A signpost at the end of each level)

With the plans narrowed down this far, it shouldn’t be too much of a problem to get this done.

I may wind up revising my plans for what to do when, but some early mornings should help that rigth along.

—-

My current plan is to have twenty (short) levels on a single map.

I’m not sure whether I’ll really be working on this once PyWeek is over, though. I’m not overly enthused about the idea behind it.

Ah well, it’s been fun so far finding ways to simplify my code. I’ve found lots of way to make things simpler, especially by separating things into different classes. 🙂

Anyway, I should get back to work.

—-Henry