Snakeworlds (3D snake game) - *released* on 4/3/09 (page 4)

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Prezadent
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Post by Prezadent » Mon Mar 26, 2007 11:24 pm

scriptkid wrote: This isn't too bad however, because walls do not need to be closed and the player should never get too close to itself to notice ;)
I didn't think the part about dying when hitting a wall was very fun. And if you travel vertically along a wall, you merge into it.
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Post by Ayudo » Mon Mar 26, 2007 11:57 pm

to be honest, i would prefer a 6-way-ish ico-sphere style ... so you make 60 degrees-turns instead of 90.
Maybe with some other key you can make a 120 degree-turn

As a player you want to see the grid and the obstacles - or you will percieve the game as unfair (heh! i didnt hit this damn thing!)
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Post by PCosmin89 » Tue Mar 27, 2007 12:19 am

Ok, I just played your demo, it's very nice, good concept..

A little suggestion, I saw a "food" piece IN the wall, maybe you should add a little snippet so your food can't spawn in unusual places (your snake, walls, etc)
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scriptkid
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Post by scriptkid » Thu Mar 29, 2007 8:20 am

@Prezadent: hitting walls can be avoided because of the smooth movement. That was a big problem with step-by-step control scheme though. I could even add a bonus for just-not-hitting a wall like some racing games do ;)

You are right about 'merging' because eventually everything will reach the pole. But i think that is clarified soon enough when playing.

@Ayudo: i'm not sure what sphere-type you are refering too, but i think that being able to turn in six might get rather comlicated.

@PCosmin89: thanks for liking the concept! Food in walls is a weird bug; there is already code in place but appearantly still not working correctly. While it's just an easy collision check... thanks for mentioning though.
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scriptkid
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Post by scriptkid » Fri Jun 29, 2007 3:12 pm

[edit]Removed outdated screens + text.[/edit]
Last edited by scriptkid on Mon Apr 28, 2008 9:19 pm, edited 3 times in total.
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Post by SunSailor » Fri Jun 29, 2007 3:14 pm

Cool, finally, it is a snake ;). Keep going, this is very promising!
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Post by Aladrin » Fri Jun 29, 2007 3:31 pm

Wow, that is coming along GREAT! Keep up the good work!
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scriptkid
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Post by scriptkid » Sat Jun 30, 2007 10:49 am

Hi,

thanks both for visiting this thread again. And yes, i'll keep going :)
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scriptkid
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Post by scriptkid » Fri Feb 08, 2008 6:42 pm

It's been a while since you've heard from this game, but this luckily doesn't mean it has died! :)

Here's a new teaser, showing one of the new worlds:
Image

First of, a while ago the official name has become "Snakeworlds". This sounds rather Nintendo-ish, but 'sphere' somehow had a very mathematical feeling to it. At least it had to me ;)

Of equal or more importance, i'm happy to announce the launch of the official website: http://www.snakeworldsgame.com/jade.php ... anguage=en
Feel free to look at the gallery section and let us know what you like of the overall design.

The website is build on top of http://www.jade-ds.com/ , created by MediaGUILD software. This community's Sunsailor is the head behind this project. Since the snake game is the first game which will run 'through' this system, we are both very exited.

To conclude, i can tell you that the entire game is finished and is currently being polished. When the demo is out, i should be able to give a good estimate about the release date.

Thanks for reading!
Last edited by scriptkid on Fri Apr 04, 2008 4:13 pm, edited 2 times in total.
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CaseyB
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Post by CaseyB » Fri Feb 08, 2008 6:55 pm

Very cool! Congratulations!
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Post by Jabberwocky » Fri Feb 08, 2008 11:23 pm

Looks fun. :)
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Post by obeleh » Sun Feb 10, 2008 10:29 am

hmoraldo wrote:Spherical snake... a very interesting idea indeed!!
Super Mario Galaxy

http://www.dignews.com/admin/screenshoo ... axy_10.jpg
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scriptkid
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Post by scriptkid » Sun Feb 10, 2008 12:08 pm

obeleh wrote:Super Mario Galaxy
I was pretty shocked when i noticed screens of that game a few months ago, i can tell you. Luckily, these globes are only a part of the Mario game's gameplay, it's not the 'core' feature.

Oh, and Mario doesn't move on latitudes/longitudes. That would have really ruined my idea ;)
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Post by SunSailor » Sun Feb 10, 2008 1:13 pm

Even if so - as long as this idea is available on nintendo platform only...
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scriptkid
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Post by scriptkid » Fri Apr 04, 2008 4:33 pm

Hi,

For those who are interested, i have written a page with gameplay details. You can read it here:
http://www.snakeworldsgame.com/jade.php ... anguage=en

Also, a few new screens have been added to the gallery, showing powerups:
http://www.snakeworldsgame.com/jade.php ... anguage=en

Feel free to comment :)
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scriptkid
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Post by scriptkid » Mon Apr 28, 2008 8:10 pm

Hi all,

An official preview has been released today. The word 'demo' has been avoided, cause it might suggest that the full game is available as well, which isn't the case yet. After the tutorials you get to play five levels of world 2. (The intro text mentions world 1, which is incorrect). If you play well enough (good score), after stage 4 you can aquire an RPG style upgrade! :)

You can find a download link on the mainpage: http://www.snakeworldsgame.com/jade.php?page=index

And here's some latest screenies:

Image

Image

I am interested in some feedback, especially behaviour on Vista and peformance on less advanced (such as on-board) videocards. Press "F" for a short time to toggle the all familiar Ogre debug window.

Also, please try the widescreen resolutions when you have a corresponding monitor. Just visit the Settings menu to change the resolution. It would be nice to have some feedback on that as well.

Thanks in advance and happy gaming :)
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Post by triton » Mon Apr 28, 2008 8:37 pm

Ran fine here (XP SP2 & Intel X3100).
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Post by spookyboo » Mon Apr 28, 2008 9:11 pm

Runs fine on my machine. Nice game. Really polished.
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scriptkid
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Post by scriptkid » Tue Apr 29, 2008 8:37 am

Thanks both for the feedback! :)
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Post by SunSailor » Tue Apr 29, 2008 9:52 am

Btw., it would be nice, if you could PM me, if you encounter any trouble with the site itself (Its run by me, based on an own CMS, which is the core of our distribution system under development), especially, if the pages or the download is not available at a time.
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scriptkid
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Post by scriptkid » Mon Jul 28, 2008 10:00 pm

Hi,

for those who are interested, here's some latest screenies showing a little more about the RPG angle through powerups. When you score enough points, you may choose a constant powerup, which is then visible on your body inside a slot, like an attribute in an RPG weapon or cloth. This visual feedback was mainly added to make it more clear what's happening.

Image

Shows one or more "score boost" effects applied constantly (don't expire)

Image

Shows one or more "slowdown" and "shrink" effects applied constantly.

Oh, the "air" bar is used when you get inside the globe. I might post some new screens about that as well in a short while...

This thread might soon get replied too with a more important project status update! :)
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scriptkid
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Post by scriptkid » Thu Sep 11, 2008 10:20 pm

Hey again,

Closed beta of this game has started as of this week, and i'd like to share some screens of the celebration, which occurs after beating an entire world. I'm not going to spoil the what's, how's and why's, but here's the firework :)

Image
Image
Image
Image

So finally this project is coming to an end. I hope to be able to schedule a release date soon.

Enjoy :)
Last edited by scriptkid on Mon Sep 15, 2008 8:59 pm, edited 1 time in total.
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Post by lonewolff » Fri Sep 12, 2008 10:21 am

Nice one.
Cool effects! 8)
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Post by maroxe » Fri Sep 12, 2008 11:23 am

Falagard wrote:I'd call it:

"Snakes NOT on a Plane!"
SNOP!
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scriptkid
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Post by scriptkid » Fri Sep 12, 2008 12:01 pm

lonewolff wrote:Nice one.
Cool effects! 8)
Thanks, it's a modification on the sample firework effect.
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