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You Can't Stay Awake [Competition Game]

Posted: Wed Jul 21, 2010 10:20 pm
by Bakkon
So I'm working on a game dev competition for another forum with a team. The theme is "You Can't _____". Fill in the blank as you see fit to make an interesting game. It has to be something the player overcomes as a main mechanic.

We chose "You Can't Stay Awake." Essentially, your character is slowly falling asleep and you need to collect treats such as coffee, soda, and candy to keep yourself energized. But there's a catch. Progressing through the level may require you to be more awake or more asleep. Scenery will change as if you are entering a dream-like world.

Anyways, I have a couple videos up and I'll throw more stuff in here.

Week 1 Progress:


Week 2 Progress:

Re: You Can't Stay Awake [Competition Game]

Posted: Wed Jul 21, 2010 10:59 pm
by davidthefat
Since Im subbed to you, I already saw those vids, but like what others have pointed out, I think you need to resize the jumping sprite, its too big and makes it awkward

Re: You Can't Stay Awake [Competition Game]

Posted: Wed Jul 21, 2010 11:15 pm
by Bakkon
My artist commented on the video that he's already fixed that.

Re: You Can't Stay Awake [Competition Game]

Posted: Wed Jul 21, 2010 11:30 pm
by Ginto8
looks awesome! I really like the curvature of the ground, and I'm curious how you managed that. Did you just have a set of vertices specifying the collidable surface, and use that as a substitute for a quad-based collision method?

Re: You Can't Stay Awake [Competition Game]

Posted: Wed Jul 21, 2010 11:46 pm
by Bakkon
Collision detection and response is powered by SAT. My editor has you draw out polygons for collision.

Re: You Can't Stay Awake [Competition Game]

Posted: Thu Jul 22, 2010 12:22 am
by Ginto8
Bakkon wrote:Collision detection and response is powered by SAT. My editor has you draw out polygons for collision.
ooh cool ok. not quite as excitingly creative as I thought, but that's fine =P

Re: You Can't Stay Awake [Competition Game]

Posted: Thu Jul 22, 2010 2:49 am
by K-Bal
I love it, great graphic style!
Ginto8 wrote:
Bakkon wrote:Collision detection and response is powered by SAT. My editor has you draw out polygons for collision.
ooh cool ok. not quite as excitingly creative as I thought, but that's fine =P
What did you expect? ;-)

Re: You Can't Stay Awake [Competition Game]

Posted: Thu Jul 22, 2010 5:40 am
by pritam
I love the graphical style, really cool.

Re: You Can't Stay Awake [Competition Game]

Posted: Thu Jul 22, 2010 5:49 am
by GroundUpEngine
Awesome man 8-)

Re: You Can't Stay Awake [Competition Game]

Posted: Thu Jul 22, 2010 8:51 am
by hurstshifter
Two thumbs up man! Great concept.

Re: You Can't Stay Awake [Competition Game]

Posted: Thu Jul 22, 2010 8:59 am
by MrDeathNote
Really nice work man, looks great :)

Re: You Can't Stay Awake [Competition Game]

Posted: Thu Jul 22, 2010 11:42 am
by dandymcgee
pritam wrote:I love the graphical style, really cool.
I totally agree.

Re: You Can't Stay Awake [Competition Game]

Posted: Thu Jul 22, 2010 12:22 pm
by Ginto8
K-Bal wrote:
Ginto8 wrote:
Bakkon wrote:Collision detection and response is powered by SAT. My editor has you draw out polygons for collision.
ooh cool ok. not quite as excitingly creative as I thought, but that's fine =P
What did you expect? ;-)
honestly no clue... but it still deserves a 2 thumbs up! ;)

Re: You Can't Stay Awake [Competition Game]

Posted: Thu Jul 22, 2010 5:45 pm
by EdBoon
davidthefat wrote:Since Im subbed to you, I already saw those vids, but like what others have pointed out, I think you need to resize the jumping sprite, its too big and makes it awkward
I had seen these on youtube as well and was wondering the approach you were going to take as far as enemies, puzzles, or whatever. I really like the idea though sounds really interesting. Keep us updated! thanks for the explanation

just curious what is your time frame for the project? where is it from?

Re: You Can't Stay Awake [Competition Game]

Posted: Thu Jul 22, 2010 7:51 pm
by eatcomics
Ginto8 wrote:looks awesome! I really like the curvature of the ground, and I'm curious how you managed that. Did you just have a set of vertices specifying the collidable surface, and use that as a substitute for a quad-based collision method?
This was my question and response :D