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Snubby Land
Snubby Land
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Home  >  Blog  >  The World's Hardest Game 3 Teaser!
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The World's Hardest Game 3 Teaser! on Jun 30, 2013
By Stevie
Posted in Projects
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I have finally finished the demo of The World's Hardest Game 3, so check out the teaser video!

As I mentioned earlier, this addition to the series has some new features that I think make it a lot better than the previous two games!

Major Differences

  • The biggest difference is that each level consists of a bunch of smaller levels which are connected at the edges of the screen. This forces you to navigate through enemies multiple times and from different angles. Some keys open doors in different areas of the level (which show the doors opening in a cutscene), and when you've collected all the coins, the golden door opens allowing you to make your way to the next level. This adds an element of strategy in figuring out how to beat the level in the most optimal way, and gives me the opportunity to be more creative with the level design. It also changes the gameplay to a little more like that of an adventure game.

  • Because each level consists of different areas, I added a map (perfectly to scale) on the popup menu which reveals only areas that you've been to or seen in a cutscene. The map shows the open/closed doors, flashes the current checkpoint, and indicates the start and finish checkpoints. Since some levels will be really huge, seeing how big the map is will give you an idea of what you're getting into, and helps you remember where things are.

  • The hit detection for the walls has been drastically improved (it's now 100% pixel-perfect). Even better, when you hit the edge of a wall the player automatically moves around it, making it much easier to get through tight spaces and carve your way around walls. Trust me, this is an amazing improvement. Believe it or not, this took me a total of around 16 hours to finally get the program working right, and I'm proud to say it's the best hit detection I've ever seen in a Flash game! :D The hit detection for the enemies is mostly the same, although I figured out a way to make sure enemies moving quickly will never pass through you without killing you.

  • The game now optionally automatically saves at each checkpoint. This was a key element missing from the first two games (although I did add auto-saving in TWHG v2.1, along with 10 new levels).

  • The player, enemies and doors now optionally show a motion trail which looks a lot better and gives you a better idea of how fast they are going.

  • The player now optionally talks to you in a speech bubble throughout the game.

Minor Differences

  • The game size is significantly bigger; at 100% scaling it is 900x600, as opposed to 550x400 for TWHG and 700x500 for TWHG2. Because of this and the fact that there's a lot of travelling, the player moves slightly faster. A lot of people felt the player moved too slowly in the first two games, but that is no longer an issue.

  • The player, enemies and coins are all slightly bigger. This was done mainly so that the player can fit perfectly between walls, but it turns out that it also makes levels where there are enemies in place of the walls much better, because I can center one enemy on each tile and it's the perfect amount of difficulty. In the previous games, I would have to make a bunch of enemies really close together in order to achieve this same difficulty level, which didn't look as good.
  • Attachment
  • Extra player colors are now collected (one on each level) instead of being given for free.

  • Checkpoints now flash when you activate them. Also, you can activate the same checkpoint again by collecting a coin or key and then returning to it, which for example allows you to pop out and grab a coin and then come back to safety, instead of having to go to a different checkpoint in order to not risk having to collect the coin again.

  • Coins no longer have a flip animation; they shine instead (along with keys).

  • The main menu is a playable level of the game which contributes to your death count. :P

  • I'm going to try to make the highscore board unhackable. This is really hard though because people have programs that will list all the variables and allow them to disable the enemies. If I can succeed in preventing any sort of hacks, it should be really interesting to see how few deaths the world record will be (I guarantee nobody will legitimately beat it with 0 deaths).

  • You can now optionally mute the SFX or music, instead of just both or neither.

Anyway, there's a lot more I want to talk about in terms of level design, but I'm going to save that for after I have gotten more of it done. I'll also be talking more later about the programming of the game for those who are interested in game development. This is my first Flash ActionScript 3.0 game (that will actually get finished; I ditched a game I started called Dungeon Dude) and I've spent a lot of time making sure it's programmed in an optimal way that allows me to add/modify levels with the least amount of effort.

Finally, I have a huge list of upgrades that I want to make to Snubby Land before I release TWHG3. This is mainly because I'll be getting extra traffic when the game comes out and I want people to have the best experience possible at my site. At this point it makes a lot more sense to upgrade my current site instead of redesigning it; because that would just be too huge of a job. I'm still willing to make major changes though, because Snubby Land is here to stay and I take a lot of pride in it. I'll go through the huge list of upgrades that I'll be making to SL in another post. Sign up for my mailing list to stay up to date with all my work.

Since I'm going to be very busy trying to finish TWHG3 by September, and I also am taking first-year "physics and linear algebra for games" in summer-school, I'm going to try to hold off on playing online poker and just try to work non-stop. I've been doing really well at poker (by my standards), but I really, REALLY, REALLY don't want the development of TWHG3 to overlap with the start of second-year university (for game development and entrepreneurship), because then I would seriously jeopardize my chances at doing well in school, especially since I was slacking this year for various reasons (may go more into that as well in another post). So I just need to buckle down and get some serious work done, which I'm fully prepared and motivated to do. Wish me luck!
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