Trippin' Songhai (2013)
A teenager explores a strange new world and must help out a king.
This is a game I built during university (2012-2013) in my early 20's for a game design class. We had to design the game on paper only, but I decided to have a go at creating something playable. This game wouldn't have been completed without the support of magicdweedoo.
I've uploaded the game design documents I submitted during my years at university. Whilst I can clearly see that I didn't actually achieve much of what I set out to do in them, I figured somebody might be interested in seeing them!
What is TrippinSonghai_2013_v1.0_original_unfair_release.zip?
This is the original 2013 release that has slippery physics problems and wasn't that great. Originally posted here: https://www.freeindiegam.es/2013/01/trippin-songhai-silbinary-wolf/
Differences between 2013 Trippin Songhai Release and the latest web version?
According to Git commit logs from 2017, I made the following fixes and changes to get the game working in Game Maker Studio and also changed how the game played to make it feel better.
- Fix Askia dialogue being cut off
- Improve friction so it applies quicker (making controls feel less slippery)
- Add skip intro option in title screen
- Change music from *.mid to *.wav (had issues playing otherwise)
- Fix camera offsets being incorrect on intro level/screen
- Changed/adjusted some collision rectangles to be more forgiving / less precise
- Fix pressing Z in title screen doing nothing
- Switch to "New audio engine" for better sound support in HTML5
- Replace sound_* functions with new audio engine equivalent
- Global
- Adjust hero jump power from 5 to 5.5
- Adjust hero friction from 0.2 to 0.35, so he speeds up quicker
- Fix music not stopping for certain maps
- Fix sound not stopping on game restart
- Change pause menu to allow level restarting
- rmCaveB
- Remove Bandit in cave near hard jumps and adjust other 2 bandits in spike section to be in a slightly easier position
- rmForestD
- Fix ghost and ghostlord depth (from 0 to -5)
- Change ghost lord projectile so you can knock it back with your sword
- rmBoat
- Change objHeroBoat controls to not be this weird grid-based delay movement, feels better but makes the game much easier
- Adjust various sprites to use NON-PRECISE collision so things don't get stuck
- Fix collision in rmDock (end piece of the dock had no collision so you fell through)
- Remove F4 from controls for HTML5 version
- Change pause menu text to say "Press X to quit" always, so people dont get confused with it meaning "restart level
- Change MountainForestFloor sprite to use rectangle collision (non-precise)
- Game quit changes (didnt commit from 2 years ago)
- The actual changes are making the engine detect if the game is in a browser, if it is and you quit the game, it just stops all music and goes back to the menu
This version is the original Game Maker 8.1 EXE file.
Status | Released |
Platforms | HTML5, Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | SilbinaryWolf |
Genre | Adventure, Role Playing |
Made with | GameMaker |
Tags | songhai, tripping, zelda |
Average session | About a half-hour |
Inputs | Keyboard |
Comments
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I've spent 30 mins on the cave area with the spike thing chasing. Is it possible?
Yes! It's just really really annoying and difficult, my past self did no reasonable play testing with others.
When this was originally released years ago, the difficulty was actually even more unfair, but I toned it down a fair bit for this release.
If you're getting stuck near the end when jumping from pillar to pillar, I just sorta jump in a Right, Left, Right, Left pattern so I don't have too much friction/slide.
Sorry this isn't designed better!