Gambas Platform Engine

Gambas Platform Engine:


 * Systems: GNU/Linux, POSIX Compatible
 * Type(s): Platform
 * Designer(s): Graham L. Wilson
 * Version: 1.0.0
 * First Used: Windys 1.0.0 (2009)
 * Latest Use: Windys 1.5.0 (2011)
 * Code Base: Gambas 1.x, 2.x, 3.x
 * Games: Windys
 * License(s): GNU General Public License

Gambas Platform Engine is a two dimensional platform engine written by Piga Software.

History
Windys development

When Piga Software was still using Game Maker for most of their programs during 2005 and 2006 platform games were one of the many they experimented with. This included some self built engines as well as modifications from other examples and project file released Game Maker programs. Some of these were side-scrolling, some had gravity but others were only screen wide and featured different ways to move from platform to platform. Even earlier around 2004 when they were playing with ZZT-oop they made some platform type games, usually with an in-plot explanation of a jet-pack to explain a lack of gravity but still upward movement. So when they moved to Gambas development in 2007 it is not surprising that by the end of the year they were experimenting with platform game designs again.

During the end of 2007 Graham Wilson was working on a platform game called Tux and the Computer Bandit, part of an early trend to make game engine experiments starring the Linux kernel mascot Tux. The game featured gravity and jumping but did not feature any sort of scrolling and so had a one screen window representing each room. The game only reached two rooms in length, plus a "cutscene" form, the first with a pyramid for Tux to climb up and into and the next depicting inside of it where Tux had to avoid patrolling robots, bouncing spike balls and collect lava boots to get to the exit; as well as collecting the first of the "stolen" computers he was sent to retrieve within the game's background plot. Other projects soon superseded this one and so the project died and in March of 2008 work began on Windys.

Windys was a text graphics based game concept the Piga developers first thought up as children doodling on a VT131 terminal. The game had always been based on a player moving from one platform down to another trying to get to the bottom. Although sometimes the original concept had included gravity whilst implementing it into Gambas it was opted to use a system of ladders the player could climb up or down. To progress the player must reach the level end point at either the bottom or top of the level. The primary enemy code is based on a simple patrol pattern of moving from left to right until they hit the edge of the level and then flip back. Attacks are melee oriented with injuries only being dealt if the enemies collide with the player. The player's attack is a short burst one point wide that which is sent out in the direction last walked. Once hit the enemies will temporarily be removed from the map but eventually come back onto the screen. There are also a array of collectibles such as burgers, fries and sodas the player can collect for points. Most of the engine code was completed during the Spring of 2008 including the game displays which show lives, amount of collectibles found and even the player's X and Y coordinates which is a feature left in for development ease.

In December of that year many of the levels were created and while doing this locked doors were added which sectioned off certain parts of the level which usually contain decorative collectibles or text art desks, chairs, filing cabinets and even, often humourous, banner messages. The second burst of level production took place in March 2009 and the final one during July and August 2009. During this time the boss level was created with a more complex enemy type that moves down from the top of the level using the ladders until it drops off the bottom of the screen and returns to the top. To finally win the game the player must make it up there and splat the boss character. Preparing for release several last minute touches were added such as a console accessible by pressing the insert key that allows for the entering of cheat codes and a item on the menu that allows the player to turn off and on the music. From the start the engine did not feature a save system and instead all the levels, save the secret level, are accessible from a select level menu. A form containing game help, exposition and other information was also added early on. Although highly inspired by early computer and arcade games the design of Windys was attempted to be original, described by Graham Wilson as "Donkey Kong with more action." Windys was released on August 12, 2009 and an extensive bug fix release was sent out on September 1, 2009. In early 2009 Graham also experimented with a death-match oriented platform game based on the Windys code base only featuring sprites rather than text graphics and teleporters rather than ladders.

The game could only be released as an executable and source code due to an unexplained problem with building installers and the music channel; a problem that does not exist in Gambas 2. As such the it was attempted to port the game over to Gambas 2 but this only resulted in partial success, like that of Source Release 1 of Lamp Refugee, in that the code works fine but something in the graphical layer is throwing off important functions like object collisions. Work continues on trying to rectify the problem but for now it remains. In 2010 work began on the next incarnation of the Gambas Platform Engine built on Gambas 2 featuring similar scrolling technology to Lamp Refugee, drawing area based rendering like the Gambas Arcade Engine instead of the label or picture box basis used in earlier builds and, like the original attempt, a system of gravity and jumping. Work on this engine persists in a technical demo build and plans for a game to be built on it are already being drafted.