This is inspired by a topic at another board, which is really fun to read and post in. Basically, tell us about something you created recently, be it a conlang, a game, a drawing, a movie or whatever. I'll start off right away, copying my last post from the other board.
I had about 20 minutes left of battery power on my Linux laptop, and I told my friend that we should do something really, really quick and crappy before the battery ran out. In about 15 minutes, I ended up with this:
Once again, this was made in C++, using SFML.
All you did was steer the black rectangle around using the W, A, S and D keys, trying to catch up with the green one, that fled from you.
The whole point was for the green one to be impossible to catch, but since its movement was partially random, I ended up coming in contact with it sometimes anyway. Because of this, I decided to add collision detection, and a counter for the number of hits.
Later during the day, I went back to the project, still accompanied by a couple of friends.
As you can see, the caption of the window is "Horor.", which is Swedish for "Whores.", which was just something I wrote to have a caption at all. It was the first word that came to my mind, for some reason.
Any way, one of the friends said this aloud, but, on purpose, pronounced it as the English word horror. Inspired by this, I opened up GIMP to assign some proper graphics to the game, for an idea had come to my mind. I created a dark background, a shining character sprite, and a dark enemy sprite. In addition to this, I also created a radius of light to be emitted from the main character.
Why? Well, my idea was to have the enemy (the one to catch) concealed within the darkness of the level, only visible if within the radius of light being emitted from the character, to add an additional spice and level of difficulty to the game.
Now, this looked pretty nice and all, but some elements were still missing for this to be a proper game. Therefore, I added a time limit, and a set amount of times one would have to come in contact with the enemy before the time ran out, in order to beat the level. I put this into a simple level system where each level would have its own time limit and amount of hits to be done.
Then a final piece of graphics was added, which was a small bar covering the top 32 pixels of the game window, in which the amount of hits so far, the required amount of hits, the number of the current level, and the time left would be displayed.
I added some level transitioning, and the gameplay was more or less done. Finally, the caption was changed into "Horror! Horror!". Screenshot time.
This one displays a level. The character is in there, but the enemy is concealed by the darkness, and is hiding somewhere.
Success! After beating a level, one of five different confirmation phrases is randomly selected.
Fail! If you lose, you have no choice but to go back to level one.
Later on, I decided to reuse the light graphic for the intro that is displayed upon startup.
The light moves from left to right, revealing the following lines, one by one:
Opera Royale Software presents...
a small game made by...
Adam Emil Skoog
Once the light gets to the final line, which is the title of the game, it stays there, to continue revealing it until the player presses S to start the game.
Now, Erik hasn't done anything yet, but he will be doing music. I don't know if he has any middle name he would like to display there, like I have displayed mine (Emil).
The logo, which is nothing but plain text revealed by the light at the moment.
If I'm not too lazy, I'll probably add a more personal logo there later on.
I decided to simply put the instructions before the first level, written in a very cheesy way on purpose, with a final paragraph to level out the seriousness.
I'll see if I add any more elements to any of the levels, such as obstacles that will make you lose.