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The Daily Click ::. Projects ::. The Outlaw The Drunk & The Whore
 

Project: The Outlaw, The Drunk, & The Whore
Project Started: 20th November, 2009 Last Update: 18th January, 2010
Project Owner: Del Duio Project Members:
Project Type: NES-ish action game meets simplified Diablo Project Progress:
More Info: http://del_duio.sitesled.com Faves: 10

Project Overview  
Preview And here's the other game I've been working on, now unveiled at long last: The Outlaw, The Drunk, and The Whore! For ease of my carpal tunnel I'll just mention it as ODW for now.

Backstory: A little more than a year ago I set out to create a crazy western-themed game that had a Diablo-style point and click interface. After about a month I realized that sort of thing was beyond my abilites what with the pathfinding mostly. However, I really liked the whole western theme and a few months ago stated from basically scratch and redid everything to build it into a new game.

And believe it or not, I really have Derek Yu's Spelunky game to thank for it. When I read that he took 2 types of games (platformer & rogue-like) and simplified them and squished them into a new type of game that got me thinking. I can do that! And what better than to use some of the ideas from my old failed western Diablo! And so it goes..

ODW is a mix of a top down actiony game with basic Diablo-style stats and even a basic item system. And you know what, it's not half bad. You have the three titular characters that have different strengths and weaknesses and some different powers for your variety. It's all done in retro because let's face it I can't do much anything else!

Your mission:

For different reasons James, Stuart, & Blondie have set out to rob a stagecoach full of federal moolah- only to be killed. You are brought before the devil who gives you another chance to do your bad deeds. Journey through different stages of the American old west, a killin' and a lootin' everything in sight. Collect moneybags and meet the friendly Mexican at his bandito shop and purchase stat upgrades and powerful antiques to help you out. Can you survive long enough to rob the coach and make your greedy dreams come true?


** IMPORTANT NOTE **

ODW is Joystick / Gamepad only. It's just not the same with a keyboard so I didn't make it compatible for one, sorry!


** A BIG THANKS! **

I have TDC's own Pixelthief to thank for helping me with the enemy cattle's movement but the rest I'm trying my best to do myself. And so far so good!


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9 27 Max HPs doubled f...
By: Del Duio
On: 10th Dec 09, 4:15:33 PM
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ODW will not be freeware
Posted 18th Jan 10, by Del Duio 3 Comments
Guys,

This game will not be freeware as originally planned. I'm spending a lot mroe time on this than I had initially thought, and have put a lot more effort into it which in the end is only making for a better overall game.

It's an original idea, a lot of fun (IMO, of course), and since I've given too many game away for free in the past I want to go forward with the business side of things. And you can't have a very successful business plan giving everything away for free all the time, right?

Anyhow, in light of this I have some things to change to the game to make it salable. Mostly a bunch of new songs to write, TARNATION!!

I hope everybody's cool with my descision and will support one of your fellow klickers. If not moneywise at least with the idea of what I'm trying to eventually accomplish with DXF Games.

Thanks everybody!

P.S: There'll still be a demo once I've refined the game and made it even better.
The End is Near!
Posted 7th Jan 10, by Del Duio Post A Comment
Well all the planning is just about finished.

I now know that there's going to be 8 main stages of the game and a "secrety" bonus stage. I don't know where the bonus stage will end up being but I'd guess it'd be at the very end as some sort of optional test of player skill.

I've added a top 5 score board (which mostly works) and have just completed an optional boss and all of stage 7. The final stage will be significantly bigger than the rest and it's almost certainly going to be a hell of a battle. The stages start out easy but ramp up in challenge a bunch towards the end.

I guess that's it. The next post on this should be the "The game is out, go to the downloads section!" one.
A CHRISTMAS MIRACLE!!
Posted 23rd Dec 09, by Del Duio 5 Comments
Preview

I won't even pretend I understand how in the hell this happened but unbelievably my game- you know the one that doesn't have a lick of keyboard support coding in the engine whatsoever- SUPPORTS KEYBOARD CONTROLS!!

HOLY SHIT!!

One of my testers (kevinski) tried out the latest build and told me to get rid of the "joystick only" screen because it works with a keyboard. I thought he was crazy but sure as shit I just tried it and it's true.

How could this happen? Every frame is set to make player input device 1 (or whatever the joystick option is). All the events are "if player presses joystick button 1" and "if player holds up on the joystick" and etc. MMF2 must automatically make keyboard support for joystick events when no joystick is available I guess. This is pretty amazing!

And so, I've learned that you can now use the arrow keys to move around, and shift and control for melee and gun attacks. I haven't been able to figure out which keys are for buttons 3 & 4, but even if I have to do a little bit of coding for keyboard support for the last 2 buttons that's easy since they only control a smidge of everything at best.

Guys, we have keyboard support and I didn't even do it! THANK YOU SANTEE CLAUS!
ODW: Helping you score since 2009
Posted 17th Dec 09, by Del Duio Post A Comment
Ah yes, innuendo is key with each and every devlog post of course!

My buddy over at kevinski.com (the titular kevinski himself) suggested something that was a great idea: Chain attacks. Chains or combos of course are when you can hit or kill bunches of things in the span of a short time to get higher and higher bonuses or whatever. Fighting & puzzle games do it all the time.

I wanted to incorporate something similar into ODW, but my original idea of each chain increasing all your stats by +1 quickly made a character far too powerful too quickly. And then I remembered that in this game your score actually mattered! And so (for now) what I've done is I've made "score stars" have the possibility to drop rarely off of things. When you collect one, a cool star tab in the HUD opens up and a score multiplier is increased by 1 for about 5 seconds. So far it looks like the max is going to be 5 so that's all points earned getting a score x 6.

That's pretty huge considering extra guys are now no longer a prize in the stage clear mini game. (I took that out last night.) To fill the void, the old slot where the 1ups used to be now have stars. If you get 3 stars in a row you'll begin the next stage with a score bonus right off the bat. I thought it was pretty cool. The bonuses from stars stack of course and after a star's powers have degraded enough the multiplier gets reduced by 1 until you're back to normal. There's already an antique that had a property change and now always grants a score star so in that case you'll never have less than 1.

The stars themselves look nice too and their HUD fits with everything else and doesn't look too wonky. Another good day of working on this old thing IMO.
Preview


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