Tag Archives: catacomb

[Code] Laying the Foundation of the Crypt

Now that I’ve got some placeholder art assets to work with, I can begin working in GameMaker! The first draft of the project is like the first draft of the art. Largely a placeholder/proof of concept. The first draft is completely unpolished and should never be distributed. You shouldn’t even show it to people, unless you have a compelling reason, as it may give them a bad first impression of your game.

First, create a new project in GMS. Then begin importing the art assets. Sprites should be imported as sprites. Tiles should be imported as a background. When you’re done, it should look like this:

Loaded Assets

Loaded Assets

Next, create a room. Name it “testRoom” and leave all the room settings as the default. Then, create the objects. Each sprite we currently have will need it’s own object. Be sure to copy the hierarchy of groups we used with the sprites. Though it isn’t required to actually compile and play the game, it will make the code much more manageable. When you create the object, assign it it’s corresponding sprite.

Assigning a sprite to an object

Assigning a sprite to an object

When you’re done, your workspace will look like this:

Workspace with objects

Workspace with objects

We are now ready to write some of the base code, and set up some simple interactions between objects!

A brief word about naming conventions:

You can name your assets whatever you want. If you’ve ever read a GameMaker book (or enough tutorials online) you probably noticed that my variable naming doesn’t match the naming conventions usually used. For example, my player sprite, would be named “spr_player” had I followed the typical GML convention.

I personally, hate the established naming conventions. The naming seems backwards to me. Why should I care something is a sprite before I know what it’s going to be a sprite of? Plus typing underscores takes more effort than it’s worth. I am a professional Java developer, so I use naming conventions closer to what you’d see in Java. I use camel case and add the type (if I add it) as the last word of the name. You can use whatever convention you want, this is just how I choose to code.

 

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sprites

[Art] Drawing the Dungeon

Catacomb came in both a CGA and an EGA mode. CGA mode only had four colors, whereas EGA had 16. I’m going to use EGA coloring, because 16 the colors looks much better than four, and lets me draw more details in the dungeon.

EGA graphics consisted of 16 colors selected from a 64 color palette. Below is the full 64 color EGA color palette (source Wikipedia).

EGA Color Palette

EGA Color Palette

I the palette in Aseprite, which you can download here. Background tiles were 8*8, sprites were 16*16. The screen was 320*200. Blowing a resolution that low, up to a full screen size is what gives the game that old, low-res pixelated look.

In initial drafts of games, I like to use placeholder graphics. Placeholder graphics are meant to be quick to make and temporary. When making placeholder graphics, there are four pretty good general rules of thumb to follow.

  1. Don’t waste time trying to make them look good.
  2. Use your real color palette
  3. Use your real tile/sprite sizes
  4. Use high contrast colors to make sure everything is easily visible.

During the initial art phase, it’s a good idea to have a vague idea of what you want, but you shouldn’t be too married to the idea of any one theme. Right now, I am thinking I will call my game “Crypt”. You’ll play as a sorcerer who travels through the levels of an ancient crypt to fight the Skeleton King. Enemies will skeletons, demons, goblins (because who can resist putting goblins in a labyrinth) and ghosts.

For the placeholder art, I drew the player, a skeleton, a floor tile, some wall tiles, a fireball, and some assorted goodies. All graphics, placeholder or otherwise were made in Aseprite, using the palette I provided earlier in the post. Below you can see the sprites at their actual sizes.

floor-tile keyhole man red-key skeleton treasure-chest wall-corner wall-edge wall-solid

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Catacomb Title

[Inspiration] Catacomb

This week’s game inspiration is Catacomb.

Catacomb is a third person shooter, created in 1989 by John Carmack for the Apple II. Later, it got ported to DOS. You play as a magician named Petton Everhail who tosses fireballs at skeletons and demons. It’s an early precursor to the other games in Catacomb series.

Catacomb Gameplay

Catacomb Gameplay

Mechanically, you’re tossed into a maze full of monsters. You can cast an infinite number of fireballs to kill the monsters of the maze. You can all charge your regular fireball into a super fireball. There are two other spells that cost you scrolls as ammunition. One is basically a super, super fireball. The other is a ring of fireballs which damages everything around you. They are inconveniently mapped to B and N, with your main attack being mapped to CTRL.

You run around in the maze finding keys to open gates to get to portals to advance further into the catacomb. When enemies touch you, your body meter decreases. When it’s empty, you die. You get to put your name in the high score table and the game restarts. No extra lives, no saves, no continues. I like that mechanic. It’s a little counter-intuitive, but I think only having one life adds replayability to the game. It gives it an arcade vibe that I really like.

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