Our hero, BootHat, must stop at nothing to save the town (and quite possibly, the world) from notorious Bad Bart! Armed with his trusty 6-shooter and true western grit, he’ll make his way through towns and open country to shatter the illusions that Bad Bart has plagued over the land.
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FayKade is a Work in Progress.
This game originated from a spontaneous decision to join an online forum competition at the very last minute. It was a 72 hour competition. I guess I wanted the challenge.
And challenge it was! It took a while to get in to the swing of writing code. What little code I know, that is. I was constantly referencing the help files, which got me as far as I did.
I wasn’t able to finish the game in time. But I submitted it anyway. Yikes, I know, huh? Anyway, here’s the download link of my submission to the competition.
FayKade (not-even-beta – unfinished) DOWNLOAD
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Screenies!
More to come. Maybe.
Online DevLog:
02/04/12 UPDATE
I’ve been able to smooth out the collisions and other movement mechanics in the game. I found some help and have implemented icuurd12b42′s Smooth Platform to make it better.
I still need to finish the plot to complete the game. There are some elements I was not able to include in the 72 hour time limit. This game should’ve been about 3 times as long or more to complete. Plus, I’ll be able to stretch out the enemy encounters a bit and introduce them a little better. The enemy AI and strengths need to be fine-tuned, too. Down the road a ways, I plan on animating the character sprites.
02/06/12 UPDATE
The game is progressing well. Zombies can hurt you now. I’ve added health boosters, ammo, a second gun, going in to the buildings, and the dreaded lack of win/lose screen has been remedied. (Yay) Also added extra controls option for WASD buttons and fixed some sound effects. I’ve been trying to clean up my code a bit, too – using scripts instead of in-object scripts. I’ll be working on more graphics next. I’m gonna try my hand at backgrounds, methinks.
I may implement weapon aiming with mouse. It would be nice to shoot upwards, eh? Damn bats. (Undecided yet – not being able to shoot upwards adds some difficulty to the game.)
I’ll be uploading a new build soon. Nope, It won’t be very soon, actually.
02/12/12 UPDATE
I’ve done a lot of work regarding plot and art/ambiance. I’ve spent a lot of time putting together parallax backgrounds, also working out the bugs with some movement issues. I’m looking to learn some code optimization techniques, which may slow my progress a little, but will be most beneficial to the game, and future projects.
Here’s a list:
- parallax backgrounds
- created a pine tree
- created a rope bridge
- worked out movement bugs on bridge
- non-solid and darkened wall texture – no more seemingly floating blocks of earth!
- resized the screen view to 960×540 to fit widescreen better
- changed and moved the health bar to fit the new screen and level design
- developing story plot
We’ll see about getting a screenshot up, but I sure hate spoiling surprises.
02/15/12 UPDATE
New screenshot and download!
Click the image for the new WIP download, or click this link: Faykade_24_WIP_download.exe
I would appreciate any and all feedback regarding the progress.
Since my last update, I’ve added arms, and a new gun. I made the gun right-hand specific until you pick up the second gun.
As you can see, I created fire! It’s not the best, but it’s what I was able to do. Thanks for the particle tutorial, Fred Fredrickson!
I created a toggle for the “QuickDraw” option with the guns and aiming. I felt that the guns always following the mouse was a bit distracting. However, it was fun to watch and play with. I still need to create a left arm without a gun. Also trying to think up a walking animation. Still also, I have plans to animate the hero’s eyes.
More to come… Maybe.
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