The “New” Project, Part 1
Posted on 09.08.07 by Mike K @ 6:47 am

Before starting work on “The Spider”, I was building the engine for the “new PuffBOMB”. The concept behind the engine, 2D characters and physics, 3D backgrounds styled to look 2D, HD ready. Pretty standard stuff.

The concept behind “The Spider” is, unlike a normal platformer where you stand on the ground, this one you wouldn’t. Instead you would hang from and move along ceilings. The best idea I had at the time for pulling it off was something I nicknamed “double ropes”, one to support, and one for action.

Eventually over the course of new PuffBOMB’s engine development, it seemed like a good idea to try a squishy ball thing, Gish like. A dense circular shaped thing supported by springs. No problem.

Roll ball roll love hole... ?

These ball things were really cool. Moving them was a simple matter of applying tangential motion to all the points making it spin, and so long as friction did something, they could move along a surface. Very cool.

I suppose it’s of note that I did my collision slightly differently than Gish/Loco Roco, placing spheres on the end of each point. I’m not sure if the method is functionally any better, but in “spring display off” mode with collision display on, I get spirographs. :)

Purty

In continuing with “neat things to try”, I wanted to give ropes a try.

I'm stuck!

Here you can see a “ball thing” tethered with several points along a rope. Initially to get it working, I simply locked the end point to the scene, so this rope was more like a bungee rope than an umi rope.

This is about when I came to the conclusion that, hey, I should do this game instead. I was convinced PuffBOMB couldn’t work well on a gamepad. But aiming with an analogue stick, and pressing a button to fire a rope, that was way more gamepad friendly.

So a big number of things happen at this time. I get Richard involved, building tools to produce game content, and generally work with me on the game. The design evolves from “hanging spider”, to tentacle goo ball alien. I would eventually hacked in a method of firing ropes, adding a spring between the character and the point hit on the contact.

But before we get to far, while writing that original “And the Project” series, I recorded a gameplay video. I decided to sit on it until things were further along with the game. Well, now is as good enough a time to show what it was all about.

“The Spider”, February 2006.


(Click the last button on the top for fullscreen, 2nd last to toggle scaling)

Here you can see Richard’s lovely test level, impaled Blender monkey head and all.

At the time I thought we were doing something pretty cool. The scenery would be built in 3D in Blender, and be arranged in such a way that parts of it crossed a “plane” conveniently assumed to be placed on the origin. I’d then slice all the 3D geometry crossing this plane, and generate 2D collision polygons for the physics to use. Technically cool, but this eventually turned in to quite a headache.

You also get to see my other mechanic that I thought was pretty clever. Expanding. Pressing a button toggles between being normal to doubling your size. What I really found fascinating about it was how multipurpose this mechanic was. You can use it to jump, to push things, or even to attack.

So now that we had some cool gameplay work with, it was up to me to make the game look cool. How the whole art thing went, next time.


Filed under: Stuffing and PuffBOMB and The Spider
Comments:

11 Comments »

  1. yay!

    that collision stuff looks pretty good — the blob expands so quickly that it could easily shoot through the surface, but it seems like you handle that well. also, the slicing-through-3D idea is a great way to avoid the whole problem of having to make two sets of models — one for collision, one for graphics.

    Comment by raigan — September 8, 2007 @ 3:49 pm

  2. Well, I suppose that’s the advantage of the spheres on the end of the points. They basically act like a buffer of whatever the radius is, not letting them inter-penetrate the scenery collision by their radius.

    But yeah, doubling your size still has the potential to get yourself stuck. However as long as the collision is thick enough, and doesn’t thin out to something shaped like a pointy spike, nobody should notice. ;)

    Comment by Mike K — September 8, 2007 @ 5:11 pm

  3. I want to see more! I’ve been a long time lurker on your site, and you’ve finally made me comment on one of your posts. This project idea looks pretty sweet, and the game ideas that come to mind are endless. I wish you all the best in fleshing this tech demo into something playable! :)

    Comment by Jon — September 9, 2007 @ 12:30 am

  4. lol raigan is everywhere. :)

    Comment by Tim — September 11, 2007 @ 11:41 am

  5. Yeah man. Quit being so famous. You’re making the rest of us look bad. :) :)

    Comment by Mike K — September 11, 2007 @ 1:52 pm

  6. these days I’m everywhere there’s procrastination to be had..

    Comment by raigan — September 11, 2007 @ 6:05 pm

  7. MOOOOOOOOOOOOOOOOOORRRRRRRRRREEEEEEEEEEEEEEEEE!!!! (please)

    Comment by raigan — September 24, 2007 @ 9:51 am

  8. Will do. I meant to get part 2 up on the weekend, but got distracted.

    Comment by Mike K — September 24, 2007 @ 1:54 pm

  9. moooooooooooore!

    Comment by raigan — November 20, 2007 @ 3:01 pm

  10. Mores!

    Comment by Adam C. Clifton — November 21, 2007 @ 4:32 am

  11. Sorry. I got busy quite suddenly. I’ve had the 2nd video up for a few weeks. You can check that out here:

    http://www.viddler.com/explore/PoVRAZOR/videos/2/

    Comment by Mike K — November 21, 2007 @ 2:09 pm

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Too Normal is about Mike, a kid with a healthy game making history.  From a youth of Indie Game development, to game industry code monkey in '99, to the adventures of establishing an Indie Games studio in 2005.

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