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Saturday, June 30, 2018 - 05:30

 

Looks like we got some good stuff brewing for the competition!

 

I'll be trying to bring to life my ikaros inspired game from many years back.  This one's been stuck in my head for years, constantly set aside to work on more 'urgent' things, well no more!  I've developed the idea a little more in my head, but the core pitch hasn't changed:

The game is 'Medusa Must Die!'

You play successive generations of a family cursed to battle Medusa through enternity.  Every life is another generation of the family.  Every generation the world gets bigger, Medusa gets tougher and new weapons/items are introduced.  You have one task, find and kill Medusa.  If you succeed, all your items, weapons, upgrades, etc. are handed down to the next generation, but if you fail and die, all your equipment is scattered and the next generation must start from scratch, forced to scour the world in search of your lost gear. 
Gameplay is metrodavania with procedural world creation.  Upgrades include a succession of Ikarus wings granting high jump, hover, double jump, etc.  As well as other Greek mythology-based items and weapons.
Theme is the endless cycle of violence and revenge as the story alternates between you seeking to avenge your forebearer's death at the hands of Medusa and a resurrected Medusa returning to wreak vengence upon you for your parent's sins.

Feels ambitious for a Jam title, but I think I have the tools in my chest to get it done.

Will be using my own game engine, C# with SDL and OpenGL.   Mostly Gimp for art.  sxfr and Audacity for sounds.  

Good luck all!   If last year's jam is any guide, players are in for a good time come July 30!  :)

 

 
Friday, June 29, 2018 - 14:53

 

these are great!   I know you said something about struggling with an idea for 'rock' but I think that one came out great!  The only other idea I can think of it for it would be a mountain peak, but I think what you have does a better idea of conveying 'rock'.  Mountain peak would be more 'earth'.

 
Friday, June 29, 2018 - 14:50

 

yeah this is great!   cool idea and very well done, thanks for sharing!

Wow!  Very flattered!  thanks
Friday, June 29, 2018 - 08:44

Wow!  Very flattered!  thanks all!   

great showings all the way around for this challenge, now onto the game jam!  :)

An awesome addition to an
Friday, June 29, 2018 - 04:47

An awesome addition to an awesome set!  

thanks mucho for sharing!

 
Wednesday, June 20, 2018 - 13:44

 

awesome, I have added the tags.  Submission is:

https://opengameart.org/content/ikaros-extended

Plan to use these for my game jam submission so it all kind of works together, I guess that's the magic of running this theme just before the jam.  Whoever had it, that was a good idea :)

 
Wednesday, June 20, 2018 - 13:37

 

Hi all, are we allowed to submit more than one entry for the challenge?   

I have done an expansion to surt's classic ikaros set that certainly fits the theme of the challenge well, but I didn't tag it yet because I wasn't sure if we were limited to one submission per challenge.  

 
Wednesday, June 20, 2018 - 13:30

 

I have attempted to add some poses and animations for the sprites in this set.

https://opengameart.org/content/ikaros-extended

 

Alright surt, it's happening!  Medusa Must Die!

Been incubating this one for a long time, finally going to break it out for the Summer 2018 Game Jam.

Hope you enjoy the results!

 
Tuesday, June 19, 2018 - 13:36

 

Sounds like a good plan.   And because I can't believe I forgot to mention it, here is the original gold standard of rope swings:

Image result for pitfall gif

 

ps

done on an Atari 2600 too, so don't take any gruff from your programmer about 'it can't be done on a NES'  ;)

 
Tuesday, June 19, 2018 - 10:39

 

Interesting discussion....

 

There must be something to the DK style rope swing because intuitively it looks for 'realistic' than the straight line rope swing.   I think it has something to do with the stiffness of the rope relative to the weight put on it.   But I struggle to think of a real life example where I'd expect a rope to swing with such a pronounced bend.

 

As a quick note, if you don't care about proper weight and physics and all that, the curved DK style swing is a pretty simple extension of the straight rope swing.   Just divide the rope into multiple segments attached end to end then rotate the lower segments more than the higher segments.  This can be done either by adding the rotations as you go down the segments, or even by calculating the rotations seperately and just making sure to rotate lower segments more than higher (near fulcrum) ones. 

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