Seymur Take One [dev]

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Blake
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Seymur Take One [dev]

Post by Blake »

Hello!

I recently started working on a 2D game remake. The original title as published by Codemasters is Seymour Take One and it is a game similar to the Dizzy series, as they were published for Z80/Amiga, but with enhanced graphix and gameplay. I am in the final stage of my initial engine remake and I wanted to share with you my progress.

I am also writing a full-adventure scenario and after this demo is released, I will start working on the big adventure that will feature Seymour, Dizzy and another character not yet disclosed.

This is a fan-project and takes up some of my free time that isn't that much, so I might update it less often than I'd like, but I do expect to have the full adventure release ready on July this year.

Meanwhile, I will update this thread with this progress while I would really like your input on this project.

For a download link of the functional current project release, you can visit my website. The game is developed in Adobe AIR 4.0, but after it will be sufficiently well developed, I will port it to Java LibGDX for PC/Android/iOS.

Cheers!
Florin

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2014.02.10 - V 1.9.37 Release Candidate 1
- Finished the collision system;
- Improved the collision maps. It's easier, faster and takes up less space now.
- Replaced the object system, abstracted it to "entity", allowing an exponential flexibility. As an example, the player itself is an entity;
- Introduced a cute animation for when dropping an item.
- Introduced scripted layers. Some objects can be in front of others, even in front of the player (e.g. columns)
- Dramatically improved the rendering system.
* The engine now supports scaling to any resolution while snapping the game window to resolutions divisible with 640x480;
* Fullscreen enabled (Keyboard Key: 'O'). It needs to be slowed down, it's a bit buggy when switching, but works;
* Video modes: Normal scale, Scale2X, Eagle, Interlace (switch with keyboard key 'M');
* For now, the engine has been stalled at 24fps.
- Improved triggers, dialogues;
- Improved platforms & clouds;
- Improved scripting methods:
* scripted lighting;
* abstract scripting of entity attributes - offers flexibility;
- Improved and optimized light system;
- Started implementing gamepad support (AIR 3.7 +);
- GUI helpers (will be used for tutorials);
- Introduced a basic reply method. Pressing keyboard key 'R' will replay character movement since the start of the game. Replay is stopped with 'F' key;
- Improved random movement routine. It can be tested with key 'K';
- Improved overall graphix details;
- Miscellaneous...

Internal (for development only)
- fps class;
- advanced log class;


2014.01.12 - V 1.6.30 BETA
- Improved collision;
- Implemented a new room collision system - faster and better
- Implemented several video modes, set the default to Scale2X
- Implemented triggers and trigger conditions;
- Implemented platforms;
- Improved dialogues appearence;
- Implemented action stack for delayed actions;
- Introduced full intro.
- Introduced a basic AI that moves the hero around in the demo screen.
- a LOT of small fixes and tweaks.

- There are still bugs in the collision.

2014.01.05 - V 1.1.19 BETA
- the character can walk on clouds now, falling through if not jumping. (Classic Dizzy/Seymour cloud collision behaviour).

2014.01.05 - V 1.1.18 BETA
- finished the collision system. Any bugs that arise now are most probably due to bad room design and should be AVOIDED! (ex: scissor-like spaces or weird narrow spaces).

2014.01.05 - V 1.0.16 BETA
- implemented nice dialogue bubbles;
- implemented score system, life and energy on GUI;
- implemented a prototype animation for when the player drops an object.

2014.01.04 - V 1.0.15 BETA
- Collision is now more accurate. Still a few collision and animation bugs, still raising on some walls or key jump combination etc... Fixing those.

2014.01.04 - V 0.1.14 alpha
- collision detection and prediction hell. Nearly done with that.
- added the doors (teleport) entity and made all doors functional. You can even use a certain window...

2014.01.02 - V 0.1.13 alpha
- implemented all game screens
- took down the scaleX system for now.
- rewrote and optimized the collision system, still buggy but on the right track.
- various code optimizations for speed. Will be needed later on.
- sound is now available.

---- 2013 ----

2013.10.13 - V 0.1.11 alpha
- taken the release offline. Future updates will not be available until 2014.

2013.10.12 - V 0.1.10 alpha

- built a renderer that is able to draw 640x480 from the original graphix (incomplete, managed to mess-up the character);
- added Scale2X render engine (http://scale2x.sourceforge.net/);
- rebuilt the collision system, still under work.

2013.10.09 - V 0.1.6 alpha

- added objects system and a rudimentary form of inventory. Now Seymour is able to pick up objects and drop them anywhere (use 0 button). 2 objects added: the knife and rope.

2013.10.08 - V 0.1.5 alpha

- fixed parts of the animations. Still quite a lot to be done.
- now Seymour can walk into other rooms.
- drawn and added 2 more rooms, at right and below the starting one.
- cleaned up the code and made it procedurally apply current room collision, background, light etc...

2013.10.07 - V 0.1.1 alpha

- Fixed an animation issue when switching from walking to standing.
- Implemented for testing the death animation on the A key and a rudimentary side jump animation on the Z, X keys.
- Adapted and added the ceiling ventilator animations. Need to slow down the animations a bit.

2013.10.06 - V 0.1.0 alpha

- "Released" the first version. Only one room, collision works, but not all animations are in place.
Only walk: left/right available. Going off screen loses the player. Implemented alpha map lighting.

2013.10.05 - The "Hmm. What if..." moment.
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