View Full Version : Diver - A game about being weighted down by gold
F1ak3r
02-08-2009, 01:34 PM
Hey guys, remember me? I made Alternate Path about a year ago, and have been devving other stuff in silence since then. Unfortunately, life has prevented me from getting anything into a relatively releasable state until now.
Anyway, here's Diver (version 0.9)
http://i230.photobucket.com/albums/ee65/F1ak3r/screenshot100-1.png
http://i230.photobucket.com/albums/ee65/F1ak3r/screenshot101-1.png
DOWNLOAD (1.2MB) (http://www.box.net/shared/x34r15cdpb)
Windowed
Made in GM7
It's still quite raw and unfinished, but the basics are in place. Tell me what you think.
Known bugs:
- Gold bags only give you 1 gold, despite their numbering.
- Massive slow down at the later stages.
Nandrew
02-08-2009, 04:41 PM
Not a bad concept, plays off the basic risk vs. reward which is always a good start. Then of course, there's the concept of upgrades and "gettin dem better stuff" which will help in the long run.
I'm not going to comment much further at this point, I don't think that there's much to say before you grow it, and I think that it would be better if you showed us a few more of your ideas before anybody tries to make suggestions.
If I have one comment for what to work on next, it would be a suitable incentive for the gold. A prudent player could go indefinitely by simply gathering a few bars of gold each time before surfacing again.
dislekcia
02-08-2009, 11:31 PM
If I have one comment for what to work on next, it would be a suitable incentive for the gold. A prudent player could go indefinitely by simply gathering a few bars of gold each time before surfacing again.
Agreed! A growing risk per dive you made would help quite nicely in that respect.
Gazza_N
03-08-2009, 09:40 AM
Absolutely. Having a collection objective, and an additional "collection bonus" could also work really well. Something along the lines of "YOUR OBJECTIVE: Collect X Golds!" but for every extra bit of gold you collect over X, you get points to unlock bonus items or somesuch. Couple that with nasty environmental hazards and it could lead to some very tense situations.
F1ak3r
03-08-2009, 09:53 AM
Thanks for the feedback guys!
I think I'll probably use the objective system Gazza suggested. My original idea of how to give the player an incentive to collect more gold was a diving fee of some sort, but I thinking further I ran into the problem of how much, when it increases, and why the Hell it would increase in the first place. Anyway, I like Gazza's idea better.
Naturally, I'm planning on sticking in some environmental hazards.
* Sharks, which move to and fro, and mistake you for a turtle, because I'll probably draw their eyes pretty badly. If they get you, you die.
* Mines, which just bob around in the same place. If you lightly brush against one, you die. =)
* Pointy coral, which also just bobs around in the same place. If you smack into it, it cuts you, and you loss blood, causing your O2 meter to decrease more rapidly because I dropped Biology after Grade 9.
I've also got a few special, once-off upgrades in mind, to make things more interesting. I may not end up using all of them if they mess with the game too much though.
They'd be perfect for the things you can purchase with Gazza's suggested points.
* Gold-to-O2 convertor - Not totally sure how this is going to work, but I rather like the idea.
* DIY Cyborg Kit - By modifying your physical self in a manner nature never intended, you'll get stronger and speed decreases will be less drastic.
* Get out of death free card - Basically an extra life.
FuzzYspo0N
04-08-2009, 01:44 PM
Get out of death free card
Nice :D
i like the idea , and simple execution. Cant wait for a newer version.
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