Doomsday Darren Goes Fishing [DONE] [Linux version is out]

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Doomsday Darren Goes Fishing [DONE] [Linux version is out]

Postby Df458 » Mon May 13, 2013 3:51 pm

Now with a video:
http://www.youtube.com/watch?v=f-leooZ4kdA

Ever since I found out about this Jam, I've had the idea of catching fish with a giant mechanical claw for some reason. Thus, that's what my game will be about.
Fire a rocket-powered, remote controlled claw out to sea, and grab fish to sell!
Buy upgrades like more fuel to go farther out, or a bigger claw to catch bigger fish!
The ultimate goal is to catch Big Red, a huge legendary whale with rubies growing out of its' back.
I'm aiming to get the game running on Windows and Linux, but we'll see what happens.


The game is DONE!
Link for the Linux version here: https://mega.co.nz/#!FZ0HmSrK!PhtG2wo8XAmb0GszR5sKj3u0UvVVKr55tiyrSSdbAOc
Just untar, and run Run.sh(read it if you like, it's just to ensure the working dir is right). Currently, you'll need the listed libraries installed(because I'm lazy), but you can probably figure that out easily enough.
Unfortunately, I'm not gonna finish porting this to windows. Sorry! :(

I wrote the entire engine, barring the music streaming code, which I shamelessly stole from a tutorial. The link is in the source.
I drew all of the graphics, and my friend Peter Orzell composed the game's music.

Controls:
Move your claw with the mouse.
Run into creatures to collect them.
After getting the shrink ray, click and hold to fire it.
The shrink ray is for submerged creatures(like sharks and whales). Just hold it over them, then collect them like any other creature.
Press Escape at any time to quit.
With the money you earn from catches, you can make upgrades after each run. Try and catch Big Red!

Enemies:
Seagull: 10 points, and +1 to multiplier
Fish: 50 points
Puffer Fish: 150 points
Eel: 500 points
Shark: 2,500 points
Whale: 15,000 points
Chest Filled with Spanish Doubloons: 500,000 points

--
The development album is up here: https://plus.google.com/photos/116968461735605048131/albums/5880111424975805105

Information:
Language: C++
Libraries(apart from the standard ones): OpenGL, GLUT, FreeImage, OpenAL, ALUT, Vorbis, Ogg

Tools:
Code: Scratch
Compiler: gcc/cmake
Version Control: Git
Graphics: Gimp
Sound Effects: Bfxr
Soooooo..... Yay for open source, I guess?

Final Stats:
89 Code files
3220 Lines of code
9 Sprites
6 Sounds
5 Songs
Last edited by Df458 on Sat Jun 01, 2013 12:30 pm, edited 22 times in total.
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Re: Doomsday Darren Goes Fishing

Postby Trideka » Tue May 14, 2013 1:58 am

Like the idea of the whale with rubies coming out of its back. Sounds like a fun game. =)

Names off the top of my head:

Wild Ruby
Hilga
Gemma (Gem, get it, hah?)
Big Burma (Burma was where almost all rubies used to come from)

Good luck!
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Mon May 20, 2013 12:53 pm

Well, it's the 20th. Time to start this!

Here's a list of what I'm planning on using(so far):
-Code: Scratch(https://launchpad.net/scratch)
-Graphics: Inkscape(http://inkscape.org/), Gimp(http://www.gimp.org/)
-Sound: Bfxr(http://www.bfxr.net/)
-Music: Undecided
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Mon May 20, 2013 2:49 pm

First update:
I've got a black window, a whole lot of backend work, and a realization that I'm sorely out of practice. I also drew the first claw(I'm thinking of making it look different when you upgrade its' size).
I'm taking a short break, then I'll get sprites displaying.

EDIT: It's lunch time, and sprites work. I've got position, rotation, and custom origins working fine, but scaling needs to happen BEFORE rotation, as it happens after it right now.
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Mon May 20, 2013 10:12 pm

Right, I've finally got a basic entity system up and running.
Two 'main' backend bits left: input and sound.
input should be a snap, but I can't say whether sound will be easy or not, as I'm using OpenAL directly for the first time.
We'll see.

Also, during a little afternoon slump, I drew a simple mockup. It's up in the development album.
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Re: Doomsday Darren Goes Fishing

Postby SuperMoof » Mon May 20, 2013 10:17 pm

This is a neat idea. Are you using OpenGL for graphics?
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Mon May 20, 2013 11:02 pm

Yes, indeed I am!
I actually just put down a full list of the libraries I'm using in the first post.
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Tue May 21, 2013 1:33 pm

First update of Day 2!
I've successfully gotten keyboard and mouse input working, and my claw can now follow the mouse around onscreen.
Next up, I'm going to write the sprite animation code!
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Tue May 21, 2013 11:34 pm

Day 2 second)probably last update:
I made some passable water, and got animations working.
I've been pretty lazy today, though.

Next is collision detection, which should be interesting since I've never written a decent collision detection system before.
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Wed May 22, 2013 8:46 pm

Day 3 update 1: I FINALLY did collision detection, along with fast deletion of objects.
Also, I added seagulls to slaughter by the truckload:
Image
Man, this is finally feeling more doable!
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