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SPEED JESUS

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S P E E D   J E S U S
MASTER THE AUTO-SCROLLER   —   BECOME SPEED JESUS





W H A T

SPEED JESUS is an autoscroller based around controlling the speed that the screen autoscrolls at and trying to get a GOD TIME.

You want to go AS FAST AS POSSIBLE but sometimes AS FAST AS POSSIBLE is too FAST and you'll RUN INTO BAD THINGS so ideally you'll go AS FAST AS POSSIBLE WHILE BEING SAFE.



RELATIVES

At all times, the player has a single relative. The player's total speed is the sum of the relative's speed and the player's personal speed (controlled by WASD).

The camera follows the current relative.

The relative's Y speed is displayed in the center of its body.

You can change active relatives by clicking on a new one.



ZOOM COINS


The current relative's speed can be increased by collecting ZOOM COINS.



UNZOOM COINS


The current relative's speed can be decreased by collecting UNZOOM COINS.



DANGER


Avoid DANGEROUS OBSTACLES or your attempt at becoming SPEED JESUS will fall through.



ADVANCED TECHNOLOGY


The game features an automatic built-in speedrun split timer to help you become SPEED JESUS.

SPLIT NAME, TIME GAIN/LOSS, TIME OF SPLIT FROM CURRENT RUN OR PERSONAL BEST
« Last Edit: August 01, 2014, 01:39:11 AM by Irock »

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It'd be pretty cool if you added music that slowed down and sped up with the autoscroll.

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That would be cool. I can't do it though. :(

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Trying to settle on a graphical style. Trying out a low-poly thing.



One thing I'm worried about is how bland this game might potentially seem from the outside. I'm wondering if that's actually the case and whether or not a minimalistic graphical style might amplify that problem.

In addition to playing around with graphics and making small fixes and tweaks, I made a little checkmark zoom (scale zoom, not speed zoom) down when you activate a split. Splits happen just when the camera crosses a certain y coordinate, so I felt it was necessary to add some more feedback so it's more obvious when it happens.


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I think the danger zone would look better with some kind of border. I think everything else looks good.
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The danger stuff is just a placeholder for now.

Thaaaanks

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I can't really tell from the video, but it looks like the goal is just to go as fast as possible. I think the idea is super innovative and interesting, but I'd like to see instances where changing to a slower relative speed could be used in a sort of strategic sense, like to avoid clusters of obstacles more easily by downshifting; I feel like that would help to differentiate the concept a lot more from games like Canabalt where the challenge is in the increased speed itself.

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I can't really tell from the video, but it looks like the goal is just to go as fast as possible. I think the idea is super innovative and interesting, but I'd like to see instances where changing to a slower relative speed could be used in a sort of strategic sense, like to avoid clusters of obstacles more easily by downshifting; I feel like that would help to differentiate the concept a lot more from games like Canabalt where the challenge is in the increased speed itself.
Yeah, that's the idea. If I can pull it off, a big part of the game is going to be about finding a balance between speed and safety. You goal is to go as fast as possible (time wise), but sometimes the maximum speed you can accumulate is too much. You can see a simple instance of this at the end of the level in the video where you have a big line of unzoom coins before some tricky obstacles.

Here's a picture from my really good design document.


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This is a simple but solid concept Corey, and I feel like it you develop it you'll have something pretty great here. It feels like something that would find a really good home on the mobile market.

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Thanks.

It seems like it would be good on mobile but it demands precise and quick movement from the player in eight directions, which I don't think can be done well on a touchscreen.

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I made a + or - symbol appear when the parent speeds up or slows down so it's more obvious what is happening.

Also started working on level design. The level shown in the video was something I threw together for the prototype so it probably won't be in the final game.

Here's a video of the most recent version of the game: http://youtu.be/rzIXWGJhHFI

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Gotta go faster faster fasterfasterfaster


The controls look pretty neat - very fluid. I think the graphics style works just fine for it! I know the flashing boxes are placeholders, but that didn't stop me from going "WHOA SWEET JESUS, DODGE!" when I saw those things.
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