Danger Quest: Monster Night (t money's Worklog)

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Worklogs > t money's Worklogs > Danger Quest: Monster Night

pretty close to done

i've made a lot of little changes since the demo version, most of them under the hood.

-changed the hunting behavior of the monsters.

-made it so it's fully functional with touch screen AND with wiz button interface (was only touch screen up until a little over a week ago)

-i've also changed my approach. instead of it being an endless, "get the high score" game, there will be 10 rounds, and once you've completed those, you've "beaten" the game. i probably will, after the competition, add an endless "get the high score" mode. but this will make it so i won't have any difficulties building the levels on time.

a couple differences to show in this picture here:


1- I made the buttons in the bottom right hand corner larger for ease of use on the wiz (i highly recommend to anyone else in the competition to keep in mind that the wiz touch screen is a little wonky on the edges, so make sure any buttons are big enough to select with ease)

2- on the right hand side, the character selected is brighter than the other 2, which makes it easy to tell who you are looking at if their shirt is obstructed.

3-You can see a new item i've added, the torch. for the most part, torches are not lit when you start a level. you light a torch by landing on it's square. it illuminates a larger area than the dudes do, and if a monster walks into the light of a torch during the monsters turn, you'll see it. so they kind of work like security cameras.


at the moment, i have 9 monsters/themes ready, and most of the levels i need for 8 of them. i'm working on my last monster/theme right now, but i took a break to make this update. and that's the last you'll hear from me until after the deadline.
(Posted on January, 14th 2010, 20:39)
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level editor

here is my level editor, one of the first things i made when i started this project.


i probably will include it with the game when complete.

anyone who didn't see my previous worklog, you can try the danger quest demo here:danger quest demo.zip - 4.0 Mb
(Posted on December, 7th 2009, 01:28)
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playable version

i've been able to get a lot done on danger quest: monster night since i began, so rather than spend time describing it to you, i'll give you a chance to try it out:

danger quest demo.zip - 4.0 Mb

i won't say too much, just that your goal is to find the treasure chest and to avoid getting caught by the monster. this demo goes to about 7 or 8 rounds (it depends on how the computer randomly selects the rounds).

also, if you fall into a trap, it will cost you 6 moves to get out, if you don't have 6 moves, you'll have to wait until next turn to get that character out. i haven't found an eloquent way of indicating that in-game yet, but just so you guys know when you play the demo.

and again, if anyone knows spanish or german, let me know about any translation errors i need to correct. i just tried to do my best using the internet.
(Posted on November, 28th 2009, 03:25)
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some more pictures

can you find the treasure before the monster finds you?


fallen into a trap


a space away from treasure radar
(Posted on November, 18th 2009, 06:01)
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taking a break

i'm taking a break from zombie city for a while to work on my game for the Bennu/Wiz competition, Danger Quest: Monster Night. i won't say too much about it now, but here are a few pictures:





by the way, does anybody here speak spanish or german? i'm planning on making it multilingual, but i'm ignorant in the ways of other languages. if there's someone who would be willing to help me translate some menus, i'd appreciate it.
(Posted on November, 11th 2009, 23:35)
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