View Full Version : [release] Pirate Climber
xyber
06-01-2010, 09:50 AM
Hi guys
Just wanna let you all know that Pirate Climber is now available.
You can find more info and play it in your browser via web-player on the official site (http://pirateclimber.com/).
or check out this link (http://www.gamedevsa.com/game/index/id/1) for info on the developers and company.
It is a game I've been working on with my time at Web & Circus SA. I'll keep you all posted when Castle Crunch is released.
http://www.gamedevsa.com/pub/user/1fa4573e8/mygames/pirateclimberbann.png
Fengol
06-01-2010, 10:51 AM
I'm jumping where the planks are nailed to the side of the wall but he doesn't grip onto anything?
I also found a small bug, if you left press on the either of the foot buttons at the bottom, drag your mouse out of the circle and release Chef just keeps walking (you're not getting the mouse release event)
xyber
06-01-2010, 10:57 AM
The mouse should have been disabled for the web-player (and OSX/Windows standalone versions) - it was in there as a way to test touch input while developing. Those foot/hand icons is for iPhone use really. Play with the spacebar and arrow keys and see if it isn't easier. I am not a developer on this any longer (Web & Circus SA closed) so don't bother with bug reports since it won't be fixed (not by me anyway).
Fengol
06-01-2010, 11:01 AM
Restarted the page and I could jump, also didn't know that if you don't start climbing you just sink to the bottom :(
Would be nice if you could control your glide down. I miss judged a charge and overshot the planks I was aiming for. It would have been nice if I could try glide to a lower section rather than just watching me fall all the way back to bottom againt to do the whole way over again.
Also, Please give me an option to turn the music off.
Otherwise, I like it; and I especially love the creativity in the character and plot choices. So many games have bland characters and unimaginative premises.
Nandrew
07-01-2010, 02:46 AM
Yo!
I gave this one a shot. It's unfortunate about Web & Circus shutting down -- did this rush development somewhat? I've noticed things like spelling errors in the tutorial and that sort of stuff tends to grind at me.
I understand that bug reports, tweaks and the like aren't going to affect this now, but I thought I'd add my 2c for the benefit of future projects:
You're requiring an extraordinary number of "leaps of faith" from the player -- usually blasting or jumping to an area that's not quite on the screen and then expecting them to react within less than a second to enemies or potential platforms that shoot into view. Bear in mind that a lot of platformers actually depend more on timing than reactions: in other words, enemies and danger are usually indicated quite clearly on-screen BEFORE the player has to interact with them, allowing a bit of time for planning and whatnot before the encounter actually takes place. Consider the design in Super Mario Bros: there's always enough camera space around the character to give fair warning about upcoming obstacles, and you rarely find yourself "charging blindly" into completely unknown situations because you'll always see things about, say, a second or two before you can physically reach them.
Leaps of faith can be an awesome game element when used wisely, of course - they're genuinely quite scary and usually devs just reward the player with a gentle landing for their "bravery" afterwards. :P But when it causes backtracking and frustration, it can harm a player's impression of your design. In fact, the backtracking can be particularly heinous for some of your jumps, and it made progress a little too difficult for me.
It's interesting how you've adapted the platforming controls for the iPhone: I'm not too familiar with iPhones so I can't really comment on the efficiency, but what felt quite nice to me was getting into the rhythm of climbing ladders -- the left-right input felt very good for the hands. Strafing was a bit of a problem, but I suppose that couldn't be helped. Another thing I do agree with, however, is Fengol's idea that a certain degree of fall control be implemented. It saves me having to "re-angle" myself on the ladder all the time when I want to jump sideways onto a platform. Gameplay would be smoothed out nicely.
I also liked the art style: kinda made me think about Monkey Island. Dunno why, maybe it's just because there's pirates in it. :)
What's the release date look like on Castle Crunch?
xyber
07-01-2010, 10:31 AM
Yup, some of those levels need some work, but we did not have any dedicated level designer and the artists jumped in and designed and build the levels with me just fixing things that was really borked.
No idea when Castle Crunch will be available. Its been done about 8 months aggo and is in W&C CTO's hands. I see he created a domain for it but did not yet upload the game and its info http://CastleCrunch.com .. will let youy guys know when there is something to play related to Castle Crunch.
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