ID:112830
 
I decided to revisit the platformer genre not too long ago, and I came up with a concept (about a few days after beating portal, go figure?) for one. The whole style of gameplay is centered around portals. No, this isn't a portal clone, it just has portals. Since my pixel art capabilities are horrible, I'm still using the Sidescroller base art, with my own addition of portals (hopefully all temporary, but we'll see):

(that box is in a never-ending loop downwards)

In regards to Get Something Done, I'd like something that I can play with multiple people.

I'm also hoping this will be better done than Doomed Dreams, because for some reason, now it has horrible lag. It really just needs to be updated, but.. I'm not sure when I'll get to that. I'm horrible at maintaining projects.

If anyone is curious about the planned features or anything, I have a google doc started. It's not very organized or anything, since it's just more of a reference right now. Also, I have a google code page for it, so I can work across all of my computers.

Aaaand I almost forgot that I have a small demo of it prepared. This is just showing the portal mechanics, and a few other things possibly, but it's a wee bit outdated (about a week of work judging by the timestamp on the file), so I'll have to update that sometime. For now, here is the current demo.

Oh, you might recognize the name. It's intended to be the sequel to Doomed Dreams, although no story for Warped Dreams has been decided on yet.
Planning on having the portals conserve momentum? Fast in one portal, fast out other?
They currently do. I don't want to change that behavior, because it would allow me to create more interesting puzzles (imo).
Aye, just making sure. In Portal, you had 3D surfaces to work with, and the portals can face multiple directions. Just asking because the portal stuff in the screenshot seem to be on the "background", so to speak.
Ah, I see what you mean. No, you have to click to place portals. You can place them wherever you want, so long as the wall itself is portalable (yay for making words up). This can either be done by pixel precision or by a grid, too.
Portal 2D!
SqueakyReaper wrote:
Planning on having the portals conserve momentum? Fast in one portal, fast out other?

Speedy thing goes in, speedy thing comes out.
Popisfizzy wrote:
SqueakyReaper wrote:
Planning on having the portals conserve momentum? Fast in one portal, fast out other?

Speedy thing goes in, speedy thing comes out.

I played DnD once. When I used my phase step as an Eladrin to save myself from fall damage, I made it worse. My DM explained it as "Speedy thing goes in, speedy thing comes out."

Rolled up a new character.
Have you tried Nitrome's recent Test Subject Blue? If not, you might be interested in how it toys with the concept. =)
ACWraith wrote:
Have you tried Nitrome's recent Test Subject Blue? If not, you might be interested in how it toys with the concept. =)

I haven't! I don't even think I have heard of it. I'll have to give that a try, for sure. I'll see what it's about, since I'd like to see as many spins on the idea as possible (aside Portii, and Portal Flash).
Yut Put wrote:
How do you place blue portals? right-clicking does nothing

Sorry, I completely missed this. The alternative is Left Shift Click.
ACWraith wrote:
Have you tried Nitrome's recent Test Subject Blue? If not, you might be interested in how it toys with the concept. =)

I ended up playing with this a little bit. It's interesting, but the few levels I played aren't exactly what I'm looking for. However, having some areas that link with each other like that (the portal walls) are a concept I'd like to explore.
I just realized something cool. You can make a non-dense portal object, with a 2 by 2 dense, invisible object in the center that actually makes you teleport, to show realism.
I'm not sure I follow what you mean, or what this effect does.