As I hoped, I was able to put together two demo videos from Tropical Dragon Slaughter featuring the game play from the first and second areas in the game.
Here’s a medium length (about one and a half minutes) run through the first area, which has finally been named “Crystalline”:
And a medium length run through area 2, “The Deep”:
I’ve made some progress with the designs on the second and third areas of Tropical Dragon Slaughter, and thought I might go ahead and post some new screenshots. I also realized I failed to mention in the original post that TDS is, indeed, another project based on flixel — I continue to be impressed by how far I’m able to push flixel, particularly in the most recent versions, which include pre- and post-processing support.
It may also be of interest that, after some poking around, I’ve found a solution for recording Flash games at a completely respectable frame rate, so hopefully I’ll be including a video with the next update to TDS.
But for now, here’s a collection of screenshots from the second area:
Posted on Monday, January 25th, 2010 at 1:14 pm under Addicube, Flash, flixel with tags:
As I mentioned in my last post, I’ve had a few projects running in the background, and today I get to share some information about a particularly interesting project called “Addicube“.
Addicube is a collaborative project between The Wasabi Project and Zakelro Story Studio: Corvus Elrod (who I had the good fortune to meet about a year ago) is providing the design and art assets while I’m handling the development and programming work.
Not only is Addicube the first collaborative project for The Wasabi Project, it’s also something of an experiment in open and transparent development. Corvus and I are both committed to sharing as much detailed information about the development process as possible, and to releasing the source code and many of the assets under flexible open source and Creative Commons licenses.
To support this open process we’re steering clear of traditional approaches to funding Addicube’s development, and instead relying on community support through a Kickstarter project to pay for any supplementary assets we need, and to help support The Wasabi Project and Zakelro Story Studio. (Of course, aside from supporting a couple of indie developers, and encouraging this experimental development process, you can also get some nifty swag if you back the project.)
In keeping with the experimental theme, Addicube itself is an experimental game about limited resources, emotional health, and indirect interaction. You’ll be responsible for raising a growing family of cubes, all of whom need to receive a healthy, balanced diet of colored food puffs in order to grow and multiply. Imbalance and excess leads to cubes with increasingly dysfunctional moods, which can ultimately threaten the health of the entire petri dish!
I’ve had a few projects kicking around which haven’t gotten the blogging attention they probably deserve, so I’ll be trying to make an effort to remedy that over the next few days or so.
First up is “Tropical Dragon Slaughter” — the spiritual sequel of sorts to Eruption.
Eruption is strictly a mouse avoider game, and so the player’s ship cannot shoot at the various obstacles that fly around; that was part of the design from the beginning, and I think any allowance for the player destroying the objects in the game would’ve made it into something entirely different. Nonetheless, being able to shoot back was a popular request, and Tropical Dragon Slaughter is an attempt to grant that wish.