Game
Go
9 years ago

New version out!. This time is final :D.


It is with a very happy feeling that I release the version 1.0 of Go. You can consider this to be the definitive version of the game, and it is as close to the original intent as I can take it. I have tested and finished both the Linux and Windows builds (by the way, have you?. Why don’t you share you final time :)?).

There’s no new gameplay elements or map fixes in this version, bug crushing, small features and little tweaks here and there. A full list of changes is located below.

There are two things that will not be added to the game. One is the music… I have kept recording the music I wrote for Go during week but this morning I finally gave up. After many listens it became clear to me that the Gymnopedie 1 is the right piece for the game. Nothing I could write would go better with this game. The other is a proper documentation for the built-in level editor.

For anyone out there curious enough, you can start the game with the command line arguments “file #map_name#” to fire up the editor. Once there, press F1 to get a help screen with key bindings. Use F2 to enter and exit the game mode (you’ll need to save with F9 and create a spawn point with id 1 first) and draw your polygons both convex and clockwise!. Anything else, just contact me :).

Anyway, this is bound to be the final version: any updates that may come will fix bugs as they’re found but no new content will be added. It is tempting to make a bigger game (with more areas to explore and discover) but Go was meant to be small and I did not want to take it further.

Here’s the full list of noticeable changes:

  • Fixed collision code (sometimes the wind would collide with a wall a few inches away).

  • Revised windmill-door connections (there was a subtle error where two sets of windmills would open two different doors in opposite sides of the map).

  • Multiple screen resolutions.

  • Enable / disable in game help.

  • Fix windmill bug trick (did you know you could open doors by alternating only between two windmills?).

  • Added in-game map.

  • Tweaked the angle when entering a new room.

  • Added a small animation when leaving an element at the tree, so it doesn’t go unnoticed.

  • Single layer of parallax in background.

Finally, thanks everybody for the trip.

Peace.



1 comment

Loading...

Next up

Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower 🌻, so do we improvise with this post you're reading. 😂

What's coming out of your own improvs? 🤔

#Pecaminosa | #IndieDev | #OST | #Jazz

Another house i made long time ago.

Shadow The Hedgehog X pixel art

The whole squad is here!

Interested? Follow me!

The Darkside Detective: A Fumble in the Dark is out TODAY! 🖱️Advanced pointing, clicking action 🖨️Very funny words! Loads of them! 👻6 sarcastic, spectral cases to solve

Cash Banooca

Who's is this little cutey👸 here? Thanks🙏 for a gorgeous fanart @WheNa! Feel free to share your arts, screenshots, or videos with #playzelter or #zelter hashtags! #pixelart #animating #unity3d #animated #indiegames #unrealengine #animate #conceptart

Ladies & gentlemen.. The Blender logo factory! I had a ton of un making this animation. I'll be making a short tutorial on picking up/dropping object in Blender for animations next week! What do you think?

Hey you, rookie! Yes, I am talking to you!! Come over here? Relax! Just stick to me and everything will be fine. By the way, my name is James Varhuher, but you can call me Big J. I will bring you up to speed.