Claustrophobia

Downloads Download Finished Windows XP Binary (1.3 MB)
Download Source Code (58 KB) - (requires Aki Limited)
CreditsJade (Design, Code, Sound)
Kinoko (Art)
Game EngineAki
Prompt"Claustrophobia"
Development Time~13 hours
Year2010


     Indiana Jo has found herself in a very dangerous cave...full of traps and deadly creatures and GOLD! With your trusty gun and whip you must quest onward to get more GOLD! Because, dude: GOLD!

This game is best played late at night with the lights out.



Screenshots



Details of 12 Hour Challenge


Jade: The final version for download above is actually not an official 12 hour challenge. I ran out of time, and the final version at the end of the allotted 12 hours is available below. It's full of bugs and problems, so I decided to finish the game up anyway. That's what the link above is for.



Block 4 - sound & code: 1 1/2 hours
0 hours remaining (5 minutes over if you want to nitpick)
Download Windows Binary - version 3 (1.3 MB)
JADE: It's DONE! Which, doesn't by any stretch of the imagination mean I have nothing else I'd like to do on it. Like the dynamite. Also, I wish I'd had time to make a more subtle gold sound. I actually went 5 minutes over on account of not paying attention to the clock, so, this is a game in 12 hours, 5 mins technically.

Some gameplay fixes: There was a bug where the spikes could get you stuck outside the level (epic FAIL) - has been fixed. I tidied up the controls and on-screen help a little bit. Bullets and Health will only get picked up when you need them now. When you die, the enemies reset to their original positions, so the bats no longer spawn camp all of your lives at once.

There are some new problems. Indiana Jo's head gets caught under the background, and the gun is lined up weird. I will fix these in a later non-challenge build.

Overall though, I am very pleased with it! The sound adds a lot, and Kinoko's graphics [the bat in particular] I just think add so much! Indiana Jo was not actually made during this challenge, but is Kinoko's original work; produced earlier for other purposes.

I added "play_positioned_sound" to the Aki sound module.



Block 3 - art: 1 1/2 hours
1 1/2 hours remaining
Kinoko



Block 2 - code: 5 hours
3 hours remaining
Download Windows Binary - version 2 (635 KB)
Jade: I Spent a bit too long toying with the lantern's shadow and tracking down an obnoxious framerate bug with the object update. Got in the weapons (gun and whip), set up raycasting in the level class which allows for the three types of enemies! (Rats, Bats, and dr-who style weeping angels). Quite pleased, but there are some bugs to work out.

I wasn't able to add dynamite like I wanted to - as in something to detonate near an enemy to kill them. I would like to add that, but I have like 3 hours left - 2 of which I want to set aside for graphics - so it may be best not to deal with it. I also like the idea that the weeping angels could detonate. That's my only nitpick game content wise at this point.

It's come to my attention that the DS classes in the Aki engine are buggy as all sin. I haven't unit tested them, because I'm rushing everything. Sorry. I'll try to fix them up.



Block 1 - code: 4 hours
8 hours remaining
Download Windows Binary - version 1 (609 KB)
Jade: Very pleased with the game, but annoyed that I haven't gotten to put in any of the enemies or weapons. It works as a stand-alone, but there are a few problems with it...like how the gold doesn't carry from level to level, "WHOOPS!"