CromoZome

:!:NOTE During development CromoZome was formerly known as Life/Life2X. Uses Penjin, PokeParadox's framework game engine codebase.

Videos

Screenshots

What is it?

It's a game based on my “soon to be released” game engine framework, based around SDL. It's intended platform is the GP2X but a Win32 EXE will be easily compiled since that's how I test it.

What do you do?

Guide your CromoZome to eat food and other CromoZomes. There is a balancing element between the CromoZomes, and as you eat your CromoZome grows and gets stronger. Get strong enough and you produce another CromoZome based on your strongest traits. You then play with this new CromoZome. Eating a blue CromoZome increases your speed, eating a red CromoZome gives you double energy points than normal but slows your speed and eating green loses you one health(poison) but you gain a green segment and this could poison another creature. You get a bonus for eating the same food/enemy segments as your starting colour.

When can I play it?

It is available for download now, please scroll down for the links!

What does the game engine do

Basically we have a snake-like creature that can move in eight directions and eat food and get longer. We have AI enemies that can eat food and have different behaviours. Eating food of different colours alters your abilities, and this effects the enemies also. It's running on both Win32 and on GP2X and it's using my Polymorphic state-based SDL engine! Cameleon worked on the AI and optimisations were made by tying the AI to the quadtrees. We have also got CromoZomes able to eat each other and minimised collision tests using quadtree partitioning. The engine itself has a few things to tidy up before it is available for the homebrew community, but it fulfils most of the requirements needed. The source for the game is further down this page, but may not be synonomous with the latest release of the game as I normally allow a few days to tidy the code after a version release.

ChangeLog

15th Oct 2007 V0.8

  • Changed volume handling code in Music and Sound classes.
  • Implemented a collision detection fix.
  • Some memory leaks plugged.
  • Removed redundant state files.
  • Some minor restructuring, hopefully adding performance.
  • Fixed the bug that crashes out of the game (Thanks Parkydr).
  • Added particle effects to high-score name entry screen.
  • Added framebuffer effect to high-score name entry screen (Thanks YakumoFuji).
  • New in game music by Magnar!

28th Aug 2007 V0.5

  • Some bugfixes.
  • Removal of pause when plague and mutation occur.
  • Some more balancing.

9th Jul 2007 V0.4

  • GBAX Compo 2007 Release.
  • Animated background
  • Working Ai which is unique depending on colour.
  • Score table saving and loading with name entry
  • Sound and music.
  • credits screen
  • Fixed collision bug crashing
  • Hardware sprites
  • Player death detection.
  • Volume controls
  • pausing
  • AI tweaks
  • CromoZome mutation

ToDO

High

  • Fix loss of input response bug. (currently can't replicate)
  • Make indicator for Player more obvious.
  • Balance gameplay some more.
  • Extend framebuffer functionality to enable motion blur effects.

Low

  • Use 940 for more performance! (Don't think it will be necessary.)
  • Skin support
  • Rewrite menu class to be (more) modular. (90% complete)

Done for next release

  • Remove GBAX Compo splash screen and related code.
  • Fix Volume problems.
  • Spritesheet loading and rendering.
  • Fix fixed point in timer code.
  • Rewrite timer code.
  • Fix random death bug.
  • Fix Menu “clicking back” bug.
  • Allow velocities to be more gradual (requires working fixed point system)

Downloads

Version GP2X
0.8Download
0.5Download

The latest source is available here
The included music track for main game, by Magnar is here
An Alternative music track by Magnar can be found here

External Links

 
multi/cromozome.txt · Last modified: 2008/03/19 00:38 by pokeparadox
 
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