TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Results 1 to 24 of 24

Thread: POGOPPL [DevLog]

  1. #1
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland

    POGOPPL [DevLog]

    I think it's finally time to unveil this thing I've been working on for the past year.

    Without further ado...




    As with my previous games, I've found they turn out best if I have the good folks of TTLG give em a whirl and tell me what I'm doing wrong. So if you'd please, download the alpha version and let me know what you think.

    POGOPPL v0.42 (Windows, 37MB)

    Questionnaire:
    1. Did you find the controls and gameplay concepts easy to understand?
    2. Was there anything that was confusing/unclear?
    3. What level did you make it to?
    4. Which levels did you like/dislike?
    5. Did you encounter any bugs/glitches?

    Any other suggestions/feedback/thoughts are welcome!
    Last edited by henke; 21st Nov 2018 at 13:01.

  2. #2
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    That's easily the best trailer you've done. It makes pogoing look smoooooove.

  3. #3
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Kinda reminds me of those pogostick bits in Commander keen, then mixed with bits of that game where you to make that guy walk.

  4. #4
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Despite having played Commander Keen I wasn’t really thinking about it when I came up with this. Only realized the pogo connection later, when I was googling ”pogo games”.

    QWOP, however, is definitely in POGOPPL’s DNA, along with Skate and Trials.

  5. #5
    Chakat sex pillow
    Registered: Sep 2006
    Location: not here
    The editing and audio choices are perfect, as always.

    I know I was going to get back to you, but I really suck at QWOP-likes and pogo-ing. Imma try again, but every time I rocket the dude at an angle towards the screen's margins, I feel like the real goal is unintentionally giving these characters the shortest life span known to man. This is also because I keep pumping the let go key instead of the use key every single time, which you did on purpose didn't you.

  6. #6
    Member
    Registered: Feb 2001
    Location: Somewhere
    Only played a little bit so far, but a better tutorial is needed. Gameplay wise though great, I actually laughed out loud playing this.

  7. #7
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Thanks Sulph. RE: key placement: Rebindable controls will be added in the future!

    What else would you like from the tutorial, Piggeh?

    edit: just noticed a small bug in the tutorial. After you've bounced high enough it's supposed to say "Great, now use Left/Right to lean.". Uploaded a new version. Is this what was tripping you up, PigLick?
    Last edited by henke; 12th Nov 2018 at 01:43.

  8. #8
    Member
    Registered: Feb 2001
    Location: Somewhere
    Yeh that makes more sense now.

  9. #9
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Really, no one had any issues with this game besides PigLick's "the tutorial is bad, no wait it's fine"? This leads me to conclude that either A) you guys are holding back, or B) I've created the perfect video game.

    I'm leaning towards the latter, but just in case anyone has some feedback, I'd still like to hear it. Hell, if anyone wants to record themselves playing it that'd be informative as well.
    Last edited by henke; 15th Nov 2018 at 07:21.

  10. #10
    Member
    Registered: Nov 1999
    Location: Deck 4 Cargo Bays
    Well, one thing that might be a nice addition is mouse based controls. Push the mouse in the direction you want the pogo to point in, and use the left button for crouch/spring, right for powerups, and middle for bail.

    And while you're at it, export a Linux version for us weirdos

  11. #11
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Y'know, I was originally trying to make this game like way back in 2010 or something. I was making it with Flash and it was gonna be called "Coco On The Pogo", because you were a clown in it. Anyway, I sucked at programming so badly I never got very far with it, BUT I was thinking of it as a mouse-controlled game then!

    My only reason for not including it yet is that I think it might be unbalanced vs keyboard/gamepad controls. Seems like you'd be able to spin way faster with a mouse, or if I limit spin-speed it feels like it'd inevitably end up being slower than the other control types, since you gotta lift up the mouse occasionally. Hmm, I'll think about it tho.

    I'll probably add Linux/Mac support at some point. In Unity it's often as easy as flipping a switch, unless I have some Windows-specific code lurking in there.

  12. #12
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    I added the ability to get back on the pogo after you've bailed off, as long as you manage to get close enough.



    But it's pretty wonky. Dunno if I'll keep it, but if I do I gotta polish it up a bit, make the transition back onto the pogostick more natural.

  13. #13
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    I've been meaning to implement customizable controls all week but that's boooooooring so instead I decided to do something fun today.

    Added a couple more face sprites to the character sprite sheet:


    Added some code:
    Code:
    if (CF.xMoveDelta > 0.15f) {
    	Head.sprite = CharacterSprite [8];
    } else if (CF.xMoveDelta < -0.15f) {
    	Head.sprite = CharacterSprite [7];
    } else {
    	Head.sprite = CharacterSprite [1];
    }
    And hey presto, face turning is in!


    Details like these are often the most fun to work on, while the "boring but important stuff", like menus, customizable controls, sound and graphics settings, save and load systems are a real drag to make. I'm trying to make all that backend stuff really robust in this game so I can reuse it in later projects tho.

  14. #14
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Rebindable controls are IN!



    Also does anyone know the proper pogo-terminology for when you hunker down to preload for a jump? I'm using "crouch" but I don't think that's right.

  15. #15
    Member
    Registered: Apr 2002
    Location: Landahn
    I'd go with "roost".

  16. #16
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    No.

    Today I set up the functions for fading to new background scenery if the specified BG scenery for a certain level is different from the previous one. The game is gonna start out with the city levels, then jungle, and finally hi-tech sci-fi factory.

  17. #17
    Member
    Registered: Apr 2002
    Location: Landahn
    How about "squelch"?

  18. #18
    Member
    Registered: Feb 2001
    Location: Somewhere
    crimp

  19. #19
    Chakat sex pillow
    Registered: Sep 2006
    Location: not here
    Squanch?

  20. #20
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    I am Google Image Searching all these terms just in case.

    Please stop making me search nonsense.

  21. #21
    Member
    Registered: Apr 2002
    Location: Landahn
    You're such a spoilsport.

    Squat, then.

  22. #22
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Mmm! "Squat" isn't bad. I think the problem is that there isn't a real term for this, nor is the action as pronounced IRL as in my game. In real life you'd just bend your knees a bit.

    That's what I'm guessing anyway. I've never actually been on a pogo stick so this is all theoretical.

  23. #23
    Chakat sex pillow
    Registered: Sep 2006
    Location: not here
    Aw. I squanch you anyway.

    There's also scooch - typically it's used to tell someone to shimmy their ass over, but you can scooch down too.

  24. #24
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    pogoppl.... A MOBILE HIT GAME?????


    (apologies for terrible video quality, ancient camcorder is ancient)

    Decided to do an early Android test this week. Switched the build target from PC to Android (and installed the latest Android SDK), then put it on my phone and it worked right away. Performance is good even on my aging Samsung Galaxy S6, and the menus worked right out of the box. Spent another 2-3 hours setting up somewhat functional touchcontrols. Being able to build to different platforms this easily is one of Unity's greatest strengths.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •