Omnicrab -- SV2.0

Game Design, Story, Game Play.
Post Reply
User avatar
SV2.0
Posts: 88
Joined: Wed Jul 06, 2005 6:17 am
Location: California USA

Omnicrab -- SV2.0

Post by SV2.0 »

Everyone remembers those weird tadpole-looking crustaceans called Triops, or whatever they were, right? The ones where you get a kit with a little tank and some freeze-dried eggs and all you have to do is add water and they hatch after a while? Well, it was that idea that inspired my current game project. It's a 2.5D sidescrolling platformer in which the player takes control of an Omnicrab, a little creature that hatches from re-constituted eggs like those Triops. The thing is, this particular Omnicrab came from a box of eggs that spilled into a pool of water tainted by toxic waste. These things aren't supposed to be able to generate small explosions and electric pulses, are they?
Anyhow, I've been working on this off and on since January and it's finally at a stage where I feel comfortable in showing it. Last time I started a thread just a few weeks after beginning work on a game, and lost interest about a month after that. This project seems like a much more promising candidate for a working demo release.

Few screens.
http://img11.imageshack.us/img11/9076/r ... 910270.jpg
This is the beginning of the first (and currently only) level. Yes, I know I spelled crustacean wrong on the tin. The current texture is fixed already.
http://img27.imageshack.us/img27/9076/r ... 910270.jpg
This scene is only a couple hundred polys. Most of it is layered sheet brushes with .tga textures. It looks better when you're moving.
http://img194.imageshack.us/img194/9076 ... 910270.jpg

So there you have it. I should have screens of the next area and the first few enemies soon.
User avatar
metal_head
Posts: 1244
Joined: Sat Jan 05, 2008 8:31 pm
Location: Bulgaria,Sofia
Contact:

Re: Omnicrab -- SV2.0

Post by metal_head »

WOW, after I read the intro, I didn't expect much from the screens, but man, they are AWESOME! Your game has an awesome atmosphere, I loved the biohazardus barrel in the second screen, and how you use TGA textures for the tree branches... Keep up the good work man, I also like your idea, it's really original and makes sence, dunno why I didn't expect much after I read it, don't get it wrong :)
User avatar
darksmaster923
Posts: 1857
Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA

Re: Omnicrab -- SV2.0

Post by darksmaster923 »

Looks super awesome! Great story, good graphics. very interesting
Herp derp.
User avatar
ingumak
Posts: 48
Joined: Sat Feb 21, 2009 4:19 pm

Re: Omnicrab -- SV2.0

Post by ingumak »

very good! I was very interested. Good luck
User avatar
SV2.0
Posts: 88
Joined: Wed Jul 06, 2005 6:17 am
Location: California USA

Re: Omnicrab -- SV2.0

Post by SV2.0 »

Hey, thanks much for the positive feedback, guys!
The first enemy is modeled and textured, and I'll probably have it animated and in the game by tomorrow night. Should be pretty easy to animate since it hasn't got limbs- it's a sort of rolling seedpod with spikes. In game they'll attack in swarms and hopefully I can get them to climb over and pile up on each other. Not a big threat or anything, since all the attacks are basically explosions with different effects around the Omnicrab, so everything within the blast radius will be taken out.
User avatar
zany_001
Posts: 1047
Joined: Fri Mar 02, 2007 8:36 am
Location: Aotearoa

Re: Omnicrab -- SV2.0

Post by zany_001 »

LOL this looks awesome! Keep it up man!
Once I was sad, and I stopped being sad and was awesome instead.
True story.
MakerOfGames
Posts: 866
Joined: Fri Jul 08, 2005 4:27 am
Location: PA, USA

Re: Omnicrab -- SV2.0

Post by MakerOfGames »

WOW, those screens are fantastic! Amazingly fresh idea, I can't wait to see more.
Think outside the box.
To go on an adventure, one must discard the comforts and safety of the known and trusted.
User avatar
SV2.0
Posts: 88
Joined: Wed Jul 06, 2005 6:17 am
Location: California USA

Re: Omnicrab -- SV2.0

Post by SV2.0 »

Thanks!

Got the first enemy mostly finished with just a few things to work out. The movement with the generic monster script is rather jittery, (maybe because I'm working at a small scale?) but other than that they behave well in a swarm, even climbing over each other to get up ledges and stuff. All I did was set the force up for obstacle avoidance to be a little higher than the bounding box.
Here's the Omnicrab wasting a few of them.
http://img510.imageshack.us/img510/8536 ... 910290.jpg
...and here's a closer look at the models.
http://img510.imageshack.us/img510/6963 ... ject23.jpg
Matte
Posts: 321
Joined: Fri Oct 19, 2007 7:49 pm

Re: Omnicrab -- SV2.0

Post by Matte »

Sometimes I really don't know how you guys do it.... Amazing
User avatar
QuestOfDreams
Site Admin
Posts: 1520
Joined: Sun Jul 03, 2005 11:12 pm
Location: Austria
Contact:

Re: Omnicrab -- SV2.0

Post by QuestOfDreams »

Looks good. Keep up the great work! 8)
User avatar
SV2.0
Posts: 88
Joined: Wed Jul 06, 2005 6:17 am
Location: California USA

Re: Omnicrab -- SV2.0

Post by SV2.0 »

Thanks a lot! I'm really glad everyone seems to like it- very encouraging.
User avatar
metal_head
Posts: 1244
Joined: Sat Jan 05, 2008 8:31 pm
Location: Bulgaria,Sofia
Contact:

Re: Omnicrab -- SV2.0

Post by metal_head »

Awesome modeling work! O__O
User avatar
Brik
Posts: 3
Joined: Mon Nov 02, 2009 4:54 am
Location: Perth, Australia

Re: Omnicrab -- SV2.0

Post by Brik »

Looks great man, nice interesting story to go with it as well.
Please, no more Star Wars games.
User avatar
SV2.0
Posts: 88
Joined: Wed Jul 06, 2005 6:17 am
Location: California USA

Re: Omnicrab -- SV2.0

Post by SV2.0 »

Thanks.

Quick update with a couple screens from the second level.
http://img8.imageshack.us/img8/9428/rea ... 911092.jpg
http://img193.imageshack.us/img193/9428 ... 911092.jpg
Not sure yet, but I'm probably just going for a total of three levels, with the first being a fairly short tutorial stage.
Post Reply