Progress Thread - Filthy Kitchen

Progress Thread - Filthy Kitchen
by on (#180760)
A little late to the party, but last week I finally started my compo entry!

Attachment:
filthy-kitchen.png
filthy-kitchen.png [ 2.52 KiB | Viewed 12365 times ]


Filthy Kitchen is a side-scrolling platformer about killing flies in your kitchen, while collecting unspoiled food that has been left out. The main mechanic revolves around the fly swatter projectile, which gets thrown forward, then returns back to the player (inspired by Ninja Gaiden's shuriken boomerang). If you can dodge the fly swatter (and enemies and obstacles) you can use its orbital path to kill multiple enemies and rack up combos.

Having already made a top-down shooter, and 4-way scrolling puzzler, I wanted to finally take a stab at an action / platformer. This is also the first time I'm using 8x16 sprites and sprite zero for the HUD.

So far I've got the scrolling engine working with off-screen nametable / attribute updates and collision detection. Up next is the fly swatter weapon and enemies.

Here's a spritesheet!
Attachment:
preview.png
preview.png [ 1.27 KiB | Viewed 12365 times ]
Re: Progress Thread - Filthy Kitchen
by on (#180763)
Looks good, I like the main character. His hair reminds me of Kid Niki.
Re: Progress Thread - Filthy Kitchen
by on (#180764)
Cool. Interesting perspective for the platforms; will the player be able to move along a z-axis?
Re: Progress Thread - Filthy Kitchen
by on (#180766)
dougeff wrote:
Looks good, I like the main character. His hair reminds me of Kid Niki.


Kid Niki was definitely on my mind while I was drawing him!

dullahan wrote:
Cool. Interesting perspective for the platforms; will the player be able to move along a z-axis?


Nope, 2D only. It's my half attempt to imitate Ninja Gaiden's pseudo 2.5D looking levels. I've gotten some feedback that it can look confusing, so I'm attempting to reduce that issue while still keeping it stylized.
Re: Progress Thread - Filthy Kitchen
by on (#182463)
Update time!

Current build has a working HUD (using sprite 0), flies that spawn every so often, collision detection between flies and the swatter, and ducking. ROM is attached.

Next up:
Scoring / Combos
Player damage
Fly movement

Known problems:
The sink should damage the player (it's so dirty), but instead they fall through it
End of the level has no floor, the plan is to make it a vertical wall
Re: Progress Thread - Filthy Kitchen
by on (#183151)
Very nice! The physics/motion of the flyswatter seemed right on.

For some reason I really enjoyed running off the world and watching the infinite acceleration kick in....
Re: Progress Thread - Filthy Kitchen
by on (#183188)
I really like the swatter mechanic :D

Good job!
Re: Progress Thread - Filthy Kitchen
by on (#183405)
Thanks very much!

gauauu wrote:
For some reason I really enjoyed running off the world and watching the infinite acceleration kick in....


It's kinda mesmerising, isn't it? It has made me put off implementing vertical walls.
Re: Progress Thread - Filthy Kitchen
by on (#183572)
New build!

Features include:
Scoring & combos, points per fly doubles up to 25,600 as long as a combo is maintained.
Full player animation, though I wouldn't call it finalized just yet.
Flies move around, mostly randomly.
Vertical wall collision.

Next steps:
Take damage from colliding with flies.
Change random, continuous fly spawning into something more reasonable.
Other obstacles to get hurt by.
Food pick-ups for bonus points.
Re: Progress Thread - Filthy Kitchen
by on (#183575)
What's the goal? To collect all the spoiled food, and not get killed? Or, just high score (by killing flies, collecting things?)
Re: Progress Thread - Filthy Kitchen
by on (#183585)
Great question! Still just working on the engine, but I think the final version will have two modes. One, survival, where you play as long as you can in one environment and try to get a high score. And another, campaign, where you play through eight levels (kitchens), and complete each level by getting the unspoiled food at the end, like a typical platformer. My level engine is pretty flexible, imports them through png, and is currently using less than 16k; so as long as the compression works ok, it should be able to support 8 levels within the 64k limit.
Re: Progress Thread - Filthy Kitchen
by on (#184197)
New rom!

Recent additions:
Damage from flies, utensils, dirty sink
Health meter, and death when it runs out
Food pick-ups to gain health and points
Tweaked the palette

I think the game engine is mostly finished by this point, though I'll likely add better fly AI and slick floors at some point. Next I plan on making levels that are actually interesting, intro screens, menus, game over, and art improvements.
Re: Progress Thread - Filthy Kitchen
by on (#184921)
Good work!

The game is already very playable and it reminds me our recents fights with flies in our own office kitchen ;)
Re: Progress Thread - Filthy Kitchen
by on (#188189)
Submitted!

Code:
Name:
  Filthy Kitchen

Submitted By:
  dustmop

Category:
  Action platformer

Description:
  The kitchen is filthy, clean it up!

Controls:
  D-pad: Movement
  B: Throw your swatter
  A: Jump

Rom info:
  Mapper 28
  Filesize 64k

Credits:
  Dustmop - Developer
  Shiru - Famitone
  Knife City - music


Attached below is the mapper 28 ROM, plus an MMC3 build for compatibility's sake.
Re: Progress Thread - Filthy Kitchen
by on (#188443)
Played this to judge it, really fun.

Noticed two bugs: select does weird things to the colors, and on the second level I fell through the broom 6 times, only on the 7th try it managed to pick it up.
Re: Progress Thread - Filthy Kitchen
by on (#188479)
calima wrote:
on the second level I fell through the broom 6 times, only on the 7th try it managed to pick it up.


It only took me 3 tries, but yeah, the same issue. I wondered if it had something to do with whether I had completed all I was supposed to (ie killed all the flies?)
Re: Progress Thread - Filthy Kitchen
by on (#188481)
calima wrote:
Played this to judge it, really fun.

Noticed two bugs: select does weird things to the colors, and on the second level I fell through the broom 6 times, only on the 7th try it managed to pick it up.


Oops! Select turns on cpu debugging, I forgot to take that code out.

Oops again! The broom collision is buggy because it is biased to the left. In level 2 I decided to be fancy and have the player approach it from the right. Luckily this fix is easy, I can move the broom's collision box to the right a bit.

Collecting the broom has nothing to do with how many flies have been killed, just what part of it you're touching. Sorry for the confusion!
Re: Progress Thread - Filthy Kitchen
by on (#189613)
Here's a new post-competition build. Lots of small improvements, including better fly AI, some misc bug fixes, and much better art for the end boss.

There's a level select code on the title screen - Down, Up, Right, Down, B, A, Down.
Re: Progress Thread - Filthy Kitchen
by on (#192032)
New month, new build! Lots of graphical improvements, thanks to the advice of M-Tee, though I haven't finished everything yet. Some small gameplay changes as well, and lots of behind-the-scenes compression and memory rearrangement to free up space. I'll be adding two more levels now that there's room available, and possibly another music track.

Was thinking of posting the source to github. Would anyone be interested in that?
Re: Progress Thread - Filthy Kitchen
by on (#192034)
I think it'd be awesome if you did!
Re: Progress Thread - Filthy Kitchen
by on (#192035)
Awesome job!

And releasing the sources is always a good thing to do :)
Re: Progress Thread - Filthy Kitchen
by on (#192036)
Kablamo:

https://github.com/dustmop/filthy-kitchen
Re: Progress Thread - Filthy Kitchen
by on (#192038)
I saw "DEMO" on the new version's title screen.
Re: Progress Thread - Filthy Kitchen
by on (#192043)
tepples wrote:
I saw "DEMO" on the new version's title screen.


Yup, added that so when I show it people, they know it's not done. I'll be removing it for the final build.
Re: Progress Thread - Filthy Kitchen
by on (#192322)
Here's what I expect to be the final build:

- Added a level 4
- More graphical upgrades
- Some minor gameplay tweaks
- Many small annoying bugs fixed
- One remaining bug I can't track down, but at least it's not game-breaking (hopefully)