Author Topic: Gravity Hook  (Read 8890 times)

Adam Atomic

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Gravity Hook
« on: Tue, Jun 2, 2009 »

INSTRUCTIONS:
Move the mouse to highlight "nodes".
Click to grapple onto a node.
If you run into an active node you die.
Press 'X' to quit the game, and register your hi score (if you made it into the top 10)

   

NOTES:
I had a few days space in my schedule, so I made a remake of a cool prototype that Arne made a while back called "Gravity Key."  In Gravity Key you used the keyboard keys to climb to the top of the level by "grappling" using a gravity function.  Because it uses gravity, the closer you get to a node, the faster you go.  However (IMO this is the crowning touch in Arne's design) if you get TOO close to the node...you DIE.

It was a really great mechanic, but having to use the keyboard made it....difficult.  So with Arne's permission I made my own gravity grapple game, only powered by mouse clickan.

It's pretty much finished at this point, I just need to get Arne to put up a proper page for Gravity Key that I can link to, reset the high scores so Ptoing no longer dominates 7 out of the top 10 spots :P, and make the md5 key for high score submission a little harder to guess.

I made Gravity Hook using my Flixel framework for AS3 (coming soon!), the Flex Builder plugin for Eclipse, Photoshop 7, Pro Motion 5, SFXR, and Audacity.  Total dev time was around 7 days I think.

PERSONAL NOTES:
I had two goals for this project.  One was to make a skill-based game a la Thrustburst, where there was no lock-and-key progress, just becoming more badass via experience.

The other was to make something that was intentionally and I hope evocatively abstract.  I have been thinking a lot about the games I played and loved when I was younger, and I think the fact that they were FORCED to be abstract by low-powered hardware had a huge impact on me, and what I got out of the experience of playing a game back then is very, very different from what I get out of most new games.  I always loved how Super Metroid told the important part of the story with the title screen graphic, and HATED how Metroid Prime let you scan anything you want just to stuff the screen full of bull**** nobody cares about.

I think Cave Story is a notable recent exception, as is Fez to some extent, and Rescue the Beagles, and Knytt too.  I don't know that I succeeded in the way that those games did, but I tried to only put in things that would trigger the player's imagination, rather than prescribe or overly detail things for them.  This is a new approach for me but it feels more honest or pure or something than force-feeding MY story and MY characters down the player's throat.

Thanks!
« Last Edit: Tue, Jun 2, 2009 by Adam Atomic »

Tyler Egeto

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Re: Gravity Hook
« Reply #1 on: Sun, Jun 7, 2009 »
Very cool, this realy shows the power and flexibility of your engine. Nice!

SMRobot

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Re: Gravity Hook
« Reply #2 on: Sun, Jun 7, 2009 »
I remember this coming out a while ago, is it using a different (earlier) version of flixel?

Adam Atomic

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Re: Gravity Hook
« Reply #3 on: Sun, Jun 7, 2009 »
MUCH earlier version :)

SMRobot

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Re: Gravity Hook
« Reply #4 on: Sun, Jun 7, 2009 »
I thought so, the complete absence of a Flixel logo suggests that the framework wasn't even in serious development at that stage.

Adam Atomic

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Re: Gravity Hook
« Reply #5 on: Sun, Jun 7, 2009 »
Gravity Hook was the third game I made using Flixel, believe it or not!  Someday I will link the first two, they are pretty stripped down (i.e. completely unfinished) though.

SMRobot

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Re: Gravity Hook
« Reply #6 on: Mon, Jun 8, 2009 »
That would actually be kind of cool, I always find it interesting seeing games and engines in their early stages. The making of World of Goo series of posts on 2DBoy's blogs were great as was Polytron's look behind the trixel engine.

dave

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Re: Gravity Hook
« Reply #7 on: Mon, Jun 8, 2009 »
Gravity Hook is addictive.

I think it'd be totally boss if the game also recorded maximum velocity.. seems to me there are a three basic strategies that all seem to work, if you concentrate.

1. going at a steady pace and staying cautiously far from the mines / nodes.

2. going as fast as possible by staying focused at the top of the screen, letting go of each node, often coming within dangerous (warning) distance. fast results but lots of cussing and retrying.

3. going at a steady pace, but trying to get as much lift from each node, minimizing the number of nodes with which you interact.  (skipping a lot of them, basically)

of course, you can always alternate between strategies.. but it's definitely a game of concentration.

Again.. very fun game.

Cedric Bale

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Re: Gravity Hook
« Reply #8 on: Thu, Jun 18, 2009 »
This game was impossible for all of 30 seconds. Learning curve ftw. The better I got, the more addictive the game got. D: You definately made your goal of making people "become more badass via experience", lol. If Nicalis (that is the name of the game company you work for, right?) ever decides to make stuff for the iphone, I'd love to see this game on mine. It seems simple and addictive enough, quick enough to get into and play a few (billion) games while wasting time. It'd be better than most of the stuff -I've- downloaded, anyways. :P And I agree with dave, it'd be pretty cool if it recorded your fastest speeds too. I've flung myself pretty crazy-ass fast a couple times. And done more than a few loops around some of the mines. It's fun to actually -try- to do loops, lol.

Adam Atomic

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Re: Gravity Hook
« Reply #9 on: Thu, Jun 18, 2009 »
Yea adding some kind of advanced stats has always been on the to-do list but never really come through - max speed, max leap height, max spins, etc.  these sorts of things suit simple physics games very well!

dave

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Re: Gravity Hook
« Reply #10 on: Thu, Jun 18, 2009 »
I want to be a maximum hooker!  I think I've only reached about 3200m.. that was a couple of days ago.  I usually play at LEAST one game of Gravity Hook per day.. but usually like 10+

dave

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Re: Gravity Hook
« Reply #11 on: Mon, Jul 27, 2009 »
Sorry to double post like this.. I wasn't sure if this belonged in the thread for the game, or as its own bug report, but this is how it happened: I was trying to hit the high score list on Gravity Hook, as I do at least once a day.  I finally did it.. sorta..

When I got to the threshold (lowest score on the list is currently 5090) .. the game froze and after a second or so I hear a very familiar explosion sound effect.. the game restarted after I clicked it (I think.. I was so stunned, that I don't quite remember exactly if I clicked the screen or if it just restarted on its own)  My score recorded at 5068m, just fyi.. somethin happened..

I'm not gonna cry because at least now I know that I can do it.. as far as I'm concerned.  ..but dang.. how many tricks do I have to turn before I get some street cred!?

nitram_cero (2bam)

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Re: Gravity Hook
« Reply #12 on: Tue, Jul 28, 2009 »
I tried this game yesterday... nice game! It's kind of addictive and fun. I loved the title screen, it's a great pixel drawing.

I couldn't save my highscore thou.

nickybobbytrio

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Re: Gravity Hook
« Reply #13 on: Wed, Nov 25, 2009 »
Loved Canabalt, played the pc version before the iPhone one, and now play both. I would love to see this game as an APP as well. This is probably my favorite game you have ever produced, because of its simplicity and addictiveness, and I would love to take it around with me on the go. I am sorry if this is not the place to post this, but I felt like I had to post it.

Thank you.