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Project: Gnomus Maximus
Project Started: 17th December, 2007 Last Update: 8th January, 2014
Project Owner: s-m-r Project Members:
Project Type: puzzle-platformer Project Progress:
More Info: http://www.let-off.com/software/gnome/gnome.zip Faves: 1

update: 21 december, 2008
Posted 22nd Dec 08, by s-m-r  
Wow...Looks like I took a year off from this one. But I've learned a tremendous deal of new techniques since starting this project. The later segments of the game will be sure to include these more advanced aspects.

Here's a current situation report on current features:
+ custom platform movement
+ different animations for running, jumping, and falling (particularly proud of this and how the little guy looks)
+ solid platforms that cannot be jumped through, as well as "ledges" that the player can jump through and then land on
+ moving platforms, activated by the player shooting a projectile at an activation switch (appears as a large, red crystal that spins once activated); on some later levels, these platforms are time-sensitive, and need to be reactivated
+ "trampolines" that allow high jumps when the player bounces on them
+ implemented the player's weapon: throwing magical dust on enemies that freezes them for a short time, rendering them harmless
+ eight out of ten levels are completed
+ final artwork is about 85% complete
+ three different enemy types, each with different styles of attack

TO BE IMPLEMENTED:
+ two additional levels await completion (to make 10 total)
+ finalized artwork, including parallax backgrounds and more special effects
+ an intro screen; cutscenes between levels
+ music; not sure if I'll have MP3s of live music recordings (my personal preference), MP3s of studio music, or rely on MIDI music (the worst-case scenario, to be honest)

The included screen shot shows the third enemy, which launches a snowball at the player once spotted. Please note the final background is not displayed in the screen shot.

TARGET RELEASE DATE:
I intend to finish this project before 1st January, 2009.
Preview


Posted by Jon Lambert 22nd December, 2008

Interesting... I didn't notice this the first time it appeared, or any other time until now... That screenshot right there looks kinda nice, sounds like a good idea. Wait, but why is it called Chrono Crystals? What are these crystals (besides the breakable growths and the spinny red ones)? What is so "chrono" about them?

By the way, I accidentally posted my latest project exactly one year after you originally posted this one. :
 
Posted by s-m-r 22nd December, 2008

I'm going with a theme of time for a lot of the related aspects to this game. The magic dust freezes enemies for a short time, the player must use the platforms before the internal timers run out, and there's an over-arching time limit for the player to complete the game, or else the sun comes up and the game ends. I also have the sprite completed for an ornate hourglass, but haven't implemented it in any level yet...Maybe that's next.

The last two levels in particular, which I'm creating right now, intend to have a lot more time-sensitive puzzle stuff going on. We'll see how it goes, and just how "chrono-philic" my game turns out to be...

Best of success on your own projects, Jon!
 


 



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