Tag Archives: goatsucker

Goatsukah Game update 2 with features.

Finally took a little night time to deal with some issues I had with the game and how it’s going to be.
At the moment this is a platform/action game that takes some inspiration from games like Castlevania(Konami) and Megaman(Capcom) among many others that I’ve been playing over the years.

I’ll be posting some features that i’m implementing to make things easier and or more challenging for the hero depending on what they do during the game.

Gather Nourishment aura:

The invisible aura that gathers nurishment for the hero.

The invisible aura that gathers nourishment for the hero.

The Gather Nourishment Aura(GNA) is an invisible force around our hero that works like a magnet for blood specks around him.

as he goes close the blood follows him

as he goes close the blood follows him

The thing about the GNA is that is not precise the blood specks will move to the location where you were originally when the aura got close enough to “incite” them which will be an interesting mechanic to later play with as you could potentially gather a whole bunch into a place and then just take them. That not only looks kinda cool when moving they also may help in certain boss battles.

The idea is that eventually as the game progresses you get larger radius for the GNA and maybe be able to use it in your favor with other items, this is still a bit experimental.

As an aesthetic feature I also added a particle generator based “puffer” to the feet of our hero so when he lands it creates a neat effect. I was also able to use the same (or rather similar) concept for the “boss fight” wall closing down on you. I guess I could use that for falling blocks, and stuff like that too I’m still in the highly experimental stage of development so Ideas are just starting to tie in together.

The main idea is to get as many working features as I can together in one stage so I can implement them in different ways in the next stages to come. I have my stages already planned in terms of where the story will take you, what animation clips I want in between stages, what the bosses will be and how you will be progressing through the game. The little details and some mechanics are still being worked on with great success so far.

I also made what the basic interface will look like.

basic HUD/interface so far

basic HUD/interface so far

I hope to have much more updated and finished later so that it’s actually playable other than just walking/jumping and navigating around. Maybe some enemies to fight and some traps on the way who knows.

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GoatSukah Game update

Screenshot of the progress of the GoatSukah Game.

Screenshot of the progress of the GoatSukah Game.

I’ve managed to put a few more minutes into it and now the game has actual graphics.

You can check the progress at the “Playground and Samples” area of this blog here and then.

Today’s update is located here.

What’s new since last version.

  • Decided to scrap the HUGE single map for smaller more manageable map. This lets me add a bit more quality per stage and makes it easier on portable devices.
  • Did a full overhaul of the stage graphics.
  • I’m integrating parallax into the background. I’ll be fine tuning that soon.
  • Still undecided if the hero should be that small or make it a bit bigger.
  • Finally added the ship to the background with some cool lighting effect.
  • Decided to make use of the actual stage look/feel so I hid most of the floor and wall tiles.
  • Added a “Castlevania like” camera. Still needs a little fine tuning.
  • Now the screen zooms to the size needed for the device.

There’s a ton of work to be done and I’m doing it just for fun.
The game is being made using Construct 2 
I hope you all like it. Soon I’ll get down and start doing the “scene” animations in-between parts of the stages but I’d like to get at least a few stages actually finished before that.