B: You Are A Magnet (concept demo)
Posted: Mon Dec 19, 2011 9:19 am
This is an idea that I've had for awhile, and finally got around to cranking out a demo over the last week or so. Allow me to wax poetic for a moment.
In case you couldn't guess, You Are A Magnet.
"B" (working title) is a puzzle platformer, similar in intent to Portal. The aim each level is to make it from the start to the goal without dying. You can move around and jump, but those abilities won't be sufficient to reach the goal.
That's what the magnets are for.
Scattered through the level are magnets of every size. Some are solitary, while some form structures and mechanisms; some move, while others are still. You, the player, can change your "polarity" to attract yourself to or repel yourself from these magnets, allowing you a much greater freedom of movement -- within the limits of your creativity and reflexes.
Movement keys are WASD, but W and S don't do anything (yet).
Jump is H.
Polarity changes are (hold down) KL. Red and blue stand for north and south. Like repels like, and opposites attract.
Escape is "pause" (really just stops updating the simulation and puts you back at the main menu)
There are a few known bugs and a lot of stuff is stubbed or only partially implemented:
-There is only one short level, since it is just a demo
-If you stand next to a wall you have infinite jumps
-Lag is a possibility since collision detection has no broad phase (there aren't that many shapes though)
-Death pits and goal areas are stubbed, so you'll have to pretend
-The graphics are solid-color rectangles and circles, and there is no audio of any kind.
I want to take this project as far as it can go, so constructive criticism is most welcome (I do know a lot of the code is a mess though).
Thanks!
In case you couldn't guess, You Are A Magnet.
"B" (working title) is a puzzle platformer, similar in intent to Portal. The aim each level is to make it from the start to the goal without dying. You can move around and jump, but those abilities won't be sufficient to reach the goal.
That's what the magnets are for.
Scattered through the level are magnets of every size. Some are solitary, while some form structures and mechanisms; some move, while others are still. You, the player, can change your "polarity" to attract yourself to or repel yourself from these magnets, allowing you a much greater freedom of movement -- within the limits of your creativity and reflexes.
Movement keys are WASD, but W and S don't do anything (yet).
Jump is H.
Polarity changes are (hold down) KL. Red and blue stand for north and south. Like repels like, and opposites attract.
Escape is "pause" (really just stops updating the simulation and puts you back at the main menu)
There are a few known bugs and a lot of stuff is stubbed or only partially implemented:
-There is only one short level, since it is just a demo
-If you stand next to a wall you have infinite jumps
-Lag is a possibility since collision detection has no broad phase (there aren't that many shapes though)
-Death pits and goal areas are stubbed, so you'll have to pretend
-The graphics are solid-color rectangles and circles, and there is no audio of any kind.
I want to take this project as far as it can go, so constructive criticism is most welcome (I do know a lot of the code is a mess though).
Thanks!