Kick Demon Cats to the Curb and go Beyond the High Score ◥▶̸̱◀◤

Okay. So there aren’t any demon cats yet, and that was my most desperate reference of the entire project, but this is a post about Mega Driller Mole, and I shall weather no more digressions.

Mega Driller Mole is a prototype Android game created for the Mobile Development module of my course at the University of Derby. The objective is to guide the mole around the screen using your finger, collecting minerals and avoiding mines, enemies (such as typically giant worms or the aforementioned demon cats), and other hazards. Combos build up as you collect more minerals without taking damage, and you must drop off your current load on the surface if you want to get any points out of it at all.

Moley McMolemole (doesn’t actually have a name) can currently run into three mines and then it’s game over, but if you’re good then the game could theoretically last forever, and your combo can get ever higher. Currently the difficulty doesn’t scale as the game progresses, and this is one of the things that will need fixing if the game is ever to hit the marketplace.

See, some friends of mine are setting up as a company this coming year while I’m (hopefully) off on placement, and while I won’t be joining them, I told them they can have this prototype and, if they wish, make something special out of it. I’ll probably end up helping them out, if only in an artistic capacity – since I’ve set such high standards – but it’s really up to them whether this goes forwards.

You can see some gameplay of the current version in the video above, where I show off awesome things, like, jumps and flips and stuff, and the awesome parallax scrolling, and the highly optimised, threaded particle system, and- and…just watch the video.

There are some obvious things missing – mineral varieties are one, along with graphics for the minerals and mines. Difficulty scaling will also be entirely crucial.  I’d also like to hide super valuable minerals in the bedrock and make it tunnelable (slowly), implement a ‘dug-out’ graphic for where the player has been, add second means to get more air (and hence more height bonus), enemies (demon cats and giant worms!), other power-ups, perhaps, and bonus score items.

Obviously I won’t be putting up source or downloads for this project since it may one day be put to commercial use, even if it may be released for free with ad support. Oh I should also mention that the game uses LibGDX, which is why it can be run under Windows, which is why you can see a mouse on the video up above, stepping into the shoes of touch control.

For now I’ll leave you with a little vector graphic I whipped up for the title screen, and head off to bed.

G’night!

Advertisements

3 thoughts on “Kick Demon Cats to the Curb and go Beyond the High Score ◥▶̸̱◀◤

    • Hmmmm, you aren’t actually in control once you hit the third mine, but that gives me an idea for an interesting ‘last-ditch’ mechanic. I’ll suggest it to the boys tomorrow.

  1. Pingback: Summer 2012 | Confect's Codex

Your thoughts:

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s