GPWiki.org
GPWiki.org
It is currently Wed May 22, 2013 8:28 pm

All times are UTC




Post new topic Reply to topic  [ 13 posts ] 
Author Message
 Post subject: I made a breakout clone
PostPosted: Sun Jun 17, 2012 11:31 pm 
Funky Monkey

Joined: Thu Sep 09, 2004 1:17 pm
Posts: 1551
Location: burrowed
http://dl.dropbox.com/u/12237727/Breakout/Breakout.swf

a little game for the mini-ld compo this weekend

http://www.ludumdare.com/compo/

i got the basic gameplay done, but it needs more polishing. i might add some goodsies and put it up on kongregate perhaps :D

after that i'll continue on little johnny :P

_________________
Long pork is people!

wzl's burrow


Top
 Profile  
 
PostPosted: Mon Jun 18, 2012 8:04 am 
Bibliotherapist
User avatar

Joined: Wed Nov 03, 2004 1:28 pm
Posts: 6716
Location: Oxford, Englandshire
That's very cool. Reminds me of an old Amiga coverdisk game that I played for months. It was sooooooo addictive.

The difficulty needs to be a little higher IMO, but still good fun to play even at this stage.

_________________
10 PRINT "Bad Monkey ";
20 GOTO 10


Top
 Profile  
 
PostPosted: Mon Jun 18, 2012 9:12 pm 
Source Code Swashbuckler
User avatar

Joined: Wed Nov 09, 2011 3:58 am
Posts: 199
Location: Brazil
Very cool, really! =D
And the pixelart is well polished!

_________________
"Life finds a way." - Ian Malcolm
My WebBlog: PixelDeveloper
English is not my native language, so excuse me for any writing mistakes.


Top
 Profile  
 
PostPosted: Wed Jun 20, 2012 5:31 pm 
Funky Monkey

Joined: Thu Sep 09, 2004 1:17 pm
Posts: 1551
Location: burrowed
Thanks :D

I've been thinking about the concept, as i find it quite nice, but the actual implementation is not quite close to what i intend it to be.

First things i change are how you actually control the amount of balls. No more negative points when spawning new. This seems counterintuitive and leads to play with fewer balls. The core idea of this was to actually use the multi-ball idea many clones already have, but implement it so that it is not occasional but a necessity, or well encouraged to use more than one. The penalty makes it feel more teasing than helpful in that regard. Instead you will be able to spawn as many as you want for free, but you're limited to a fixed amount on screen. This limit will increase with your total score: Starting out with 3, and then one more for 5000, 20000, 50000 or so. I tried this with an equal amount of points, increasing the limit every 5k, but since you are snowballing your score, you'll end up with too many balls too quickly. So this little change will hopefully emphasize on the core mechanic.

Secondly i already have powerups implemented: balls getting stronger the longer they're in play (i.e. the more often they bounce, destroy bricks etc). What i plan to do is have them increase in certain paths that is randomly chosen when a ball is spawned.
One will be normally powering up, that will be able to go through more than one brick depening on its power level.
Another one will be dealing damage to nearby bricks when it collides with one, sort of like a chain lightning.
The third one i'm thinking about is a split ball, that gives you a free ball (does't increase your actual ball count, but it doesn't level up either, so it's easily sacrificeable).
The powerup mechanic is also crucial to the core mechanics, as you do not want to loose your high level balls.

The third thing that needs fixing is the level build up. It is definately too slow, so i'm thinking to do it in segments, or i need to balance the scroll speed which would be a real pain in the butt. Still need to think about this.

A fourth change will be more paddles to chose from, which actually have an impact on the gameplay. Not spoiling these yet though, but i have three already, where two are pretty unique from what i've seen :D

There is a fifth feature that will find implemention to get some gameplay variation, but i have still to work on that too. :P

The game will be high score based (since you cannot lose by outing balls) and i'm thinking about ways to increase the score through multipliers and streaks (amount of bricks you destroyed while not losing one).

The whole compo, and the help thread by 'Utarius' actually made me think of this whole breakout topic and i ended up writing an article about the genre and writing a clone in general. I still need to format and spice it up a bit, but i'll let you know once i release it (i'll probably even make a series out of it, but more on that later) :D

WALL OF TEXT ENDS HERE

Code:
o
 \
  \/
o======o


Codehead wrote:
That's very cool. Reminds me of an old Amiga coverdisk game that I played for months

Remember which it was? Might be helpful for my research :)

_________________
Long pork is people!

wzl's burrow


Top
 Profile  
 
PostPosted: Wed Jun 20, 2012 8:05 pm 
Bibliotherapist
User avatar

Joined: Wed Nov 03, 2004 1:28 pm
Posts: 6716
Location: Oxford, Englandshire
A bit of Googling suggests it was Poing!

If you're not above stealing ideas, there's some gameplay Here and even a Wikipedia article Here.

The best bit for me was dropping back through previous levels and getting a chance to recover when you missed the ball (see the end of the vid for an example).

I haven't found an .ADF (Amiga disk) image but I'm sure there will be some about. It was a PD game IIRC, so no legal issues.

_________________
10 PRINT "Bad Monkey ";
20 GOTO 10


Top
 Profile  
 
PostPosted: Wed Jun 20, 2012 11:03 pm 
Funky Monkey

Joined: Thu Sep 09, 2004 1:17 pm
Posts: 1551
Location: burrowed
Codehead wrote:
If you're not above stealing ideas

Where would we be if we didn't :D

That mechanic is quite ingenious. I don't think it would be applicable in my clone, but I'll probably bring it as reference into my article :D

Thanks

_________________
Long pork is people!

wzl's burrow


Top
 Profile  
 
PostPosted: Thu Jun 21, 2012 7:51 am 
Bibliotherapist
User avatar

Joined: Wed Nov 03, 2004 1:28 pm
Posts: 6716
Location: Oxford, Englandshire
I found an .adf of Poing on the Assassin's site last night. Still plays quite well. The sad thing is, after 15 years, I still remember most of the levels. :rolleyes

_________________
10 PRINT "Bad Monkey ";
20 GOTO 10


Top
 Profile  
 
PostPosted: Thu Jun 21, 2012 11:38 am 
Funky Monkey

Joined: Thu Sep 09, 2004 1:17 pm
Posts: 1551
Location: burrowed
Codehead wrote:
The sad thing is, after 15 years, I still remember most of the levels. :rolleyes


How is that sad? :P be proud of being such a good nerd :D

_________________
Long pork is people!

wzl's burrow


Top
 Profile  
 
PostPosted: Thu Jun 21, 2012 12:03 pm 
Shake'n'Baker

Joined: Sun May 27, 2012 6:01 pm
Posts: 62
im having some troubles with collisions, I think its worse when i have alot of balls in play.. Are ball movements done at a rate per second? Is collision detecting "between" the updates of the ball moving? - Just a thought.

Love the GPWiki logo/Space invaders inclusion!

cxzuk

EDIT: Ah, ignore me.. I think its a visual illusion due to the fact that the screen is moving faster (There are ALOT of balls :P lol)


Top
 Profile  
 
PostPosted: Thu Jun 21, 2012 12:18 pm 
Funky Monkey

Joined: Thu Sep 09, 2004 1:17 pm
Posts: 1551
Location: burrowed
cxzuk wrote:
im having some troubles with collisions, I think its worse when i have alot of balls in play.. Are ball movements done at a rate per second? Is collision detecting "between" the updates of the ball moving? - Just a thought.

Love the GPWiki logo/Space invaders inclusion!

cxzuk

EDIT: Ah, ignore me.. I think its a visual illusion due to the fact that the screen is moving faster (There are ALOT of balls :P lol)


Well, the collisions are still very hacky. The balls need to do continuous collisions so they don't go through the pedal or bricks. Although this hasn't happened to me yet so i didn't bother too much about it just yet.

_________________
Long pork is people!

wzl's burrow


Top
 Profile  
 
PostPosted: Sat Jun 23, 2012 1:24 am 
Funky Monkey

Joined: Thu Sep 09, 2004 1:17 pm
Posts: 1551
Location: burrowed
weezl wrote:
I don't think it would be applicable in my clone


I just had an idea for a rewind mechanism which is in fact quite similar :D

since you cannot die by loosing balls you can be crushed by bricks. you are then free to rewind the level as much as you want the distance will reduce your points.

i had the idea of destroying the paddle before, but i didn't knew how i'd solve it. i didn't want to limit the tries, so this seems like a perfect solution. :ego

_________________
Long pork is people!

wzl's burrow


Top
 Profile  
 
PostPosted: Sat Jun 23, 2012 1:58 pm 
Bibliotherapist
User avatar

Joined: Wed Nov 03, 2004 1:28 pm
Posts: 6716
Location: Oxford, Englandshire
So you only rewind if you die? Seems a decent idea.

_________________
10 PRINT "Bad Monkey ";
20 GOTO 10


Top
 Profile  
 
PostPosted: Sun Jun 24, 2012 11:24 pm 
Funky Monkey

Joined: Thu Sep 09, 2004 1:17 pm
Posts: 1551
Location: burrowed
http://wzl.vg/bbs/viewtopic.php?f=3&t=5

Here is the article i mentioned :D

What do you think about the Dissection concept?
I thought i'd do a couple of those, each accompanied by a small prototype, even though the current prototype grows a bit out of proportion :P

Oh yes, the current and usually uptodate breakout prototype will be playable at http://wzl.vg

_________________
Long pork is people!

wzl's burrow


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 13 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group