Super early access to a top down puzzle game about hitting the ground hard to make sound (but also maybe that isn’t such a good idea).
Inspired by games like Hoplite but highly restricted by my own abilities and the display size of the Norns, Thumper is the fun, playable demo for my attempt to whip up a little game engine (with sound!!) from scratch on the Norns.
- Patience as this develops
These controls may change slightly over time – be sure to check the script notes for specifics on the version you are trying to use.
- Rotate LT (lil thumper, not lieutenant) with E2
- Hop diagonally (see LT’s lil head? he hops that-a-way) with K2
- like that hopping animation? I’m iffy on it… but it looks cool!
- Hold down K1 to toggle a ruler (currently referred to in the code as a grid, which will be changed for obvious disambiguation reasons).
I’m a super beginner but I have lots of drive and free time lately. This post is kind of my personal call to action but I’d love some collaboration or just help! Read the TODO, answer some questions, DM me… whatever!
finish tile renderingand expand tile materials/types
- add tile/player collision
render a basic room with walls
- make floor tiles that are breakable
- make an exit tile that triggers a win condition
- add a flip (and slam) move which damages floor and stone tiles
- stone tiles degrade into floor tiles which degrade into nil tiles
- if you move onto a nil tile, you die and it resets
- the initial demo will be complete when it is challenging to navigate to the exit without breaking your pathway there in the process
- implement a gameplay loop within the script? rn the script is the loop?
- basic SFX via Timber
- if left to my own devices I’l probably go the freesound route for this early stage… unless someone wants to submit sound fx to use?
- I’m also working on a little tracker with features from EdLib and SID Wizard and am planning to use Timber currently. If this changes, you will know Can’t wait to see the official Norns tracker so I can steal stuff from it to make my own tracker work… I still anticipate needing it as it’s got many features that make composing little loops and one-shots easy to do. Not all trackers these days focus on compressing compositional and sample data quite as well as old weird chip trackers!
- SFX triggers for collision and movement
- is my habit of relying on things like ‘screen’ being global and calling them from within my modules a bad one? otherwise just writing default SFX triggers with Timber globals seems like the way to go
- general code cleanup (in general I’m saving a lot of this for after a playable demo with all features mentioned above)
- menu and pause screens (timed rooms are part of the idea behind this being a rhythm game in disguise)
- a larger character design for zoomed in cutscenes (or maybe some minigames with a different rendering scheme?)
- level selection and other options via params
- a plot, which will be worked on by myself and an old writer friend. Need to know basis.
(download to come when the demos become fun)
lil’ thumper on GitHub if you want to check it out or contribute!