Incredirock Demo

Incredirock Demo Demo v1.0.1

WindowPerson submitted a new resource:

Incredirock Demo - A campaign about an incredible rock!

Incredirock is a mappack that includes big levels. REALLY BIG. Multiple paths exist in each map (besides the boss stages) and could possibly break the software renderer. There will be 11 original zones, 7 original special stages, and 5 bonus levels when the game leaves demo. Currently, there is 1 original zone and 6 levels from the mod's early stages of development (March 2024).

View attachment 148971
(Oldest screenshot of the game. Doesn't represent...

Read more about this resource...
 
Since there is stuff I should have finished for Demo v1.0 but never ended up finishing, here's a teaser of the new update I'm working on called Demo v1.1.

srb20080.png
 
Did more progress on TRZ1.
Post automatically merged:

Tell me the right thing
-Tellme from incredibox v1: alpha
apps.png
 
Last edited:
WindowPerson updated Incredirock Demo with a new update entry:

What to Expect in Future Demos

As I am currently working on Demo v1.1, I am planning on having a roadmap for future versions until the full release. I currently do not have release dates for these versions. Expect this to changed too.

Demo v1.x.x - First series of releases obviously. v1.0 is already released with me working on v1.1 already.
Demo v2.x.x - Two zone demo. Featuring Mudhole Forest Zone as the second zone.
Demo v3.x.x - Three zone demo. Adds Wasteland Hill Zone & a demo exclusive final boss level.
Demo...

Read the rest of this update entry...
 
As I said in my review, there are a few specific issues I have, especially with Act 2.
  • The lack of checkpoints is annoying and... somewhat baffling? I'm not sure what kept you from just placing down a few checkpoints before releasing. Ah, well, it's your workflow, not mine. The lack of checkpoints is especially noticeable in Act 2, though, since it's quite a bit more difficult than Act 1.
  • The floating rocks in Act 1 are just kind of awkward, even if you know what to do. Maybe it's the momentum mod I was using, but running at full speed had a tendency to make you overshoot and have to course correct, thus not having enough speed to make the jump to the next rock. Maybe you could have them automatically launch the player when they reach their apex, similar to the pistons in Metallic Madness from Sonic CD? (At least I think they do that?) A boost pad to make sure the player has the speed required would also be appreciated.
  • Whenever there's a line of springs that the player has to jump into like this one, there's always way too much room between them, making it easy to accidentally slip between them and fall.
srb20034.png


  • This underwater section in Act 2 seems to be a glorified death pit? Or, rather, de-glorified? As far as I could tell, there's no way back up, and only one air bubble pocket. If you fall down there as pretty much anyone that can't fly or climb, you're as good as dead.
srb20035.png


  • The water spouts in Act 2 can be a bit finnicky. How far they send you is dependent on how you enter them in some weird ways. Maybe set a max vertical speed that they can send you up, and have them accelerate you up to that speed a lot faster? Maybe have them not kick in until you touch the floor? Something to that effect might make them more consistent, though it might be a bit tricky to implement.
 
As I said in my review, there are a few specific issues I have, especially with Act 2.
  • The lack of checkpoints is annoying and... somewhat baffling? I'm not sure what kept you from just placing down a few checkpoints before releasing. Ah, well, it's your workflow, not mine. The lack of checkpoints is especially noticeable in Act 2, though, since it's quite a bit more difficult than Act 1.
  • The floating rocks in Act 1 are just kind of awkward, even if you know what to do. Maybe it's the momentum mod I was using, but running at full speed had a tendency to make you overshoot and have to course correct, thus not having enough speed to make the jump to the next rock. Maybe you could have them automatically launch the player when they reach their apex, similar to the pistons in Metallic Madness from Sonic CD? (At least I think they do that?) A boost pad to make sure the player has the speed required would also be appreciated.
  • Whenever there's a line of springs that the player has to jump into like this one, there's always way too much room between them, making it easy to accidentally slip between them and fall.
View attachment 150553

  • This underwater section in Act 2 seems to be a glorified death pit? Or, rather, de-glorified? As far as I could tell, there's no way back up, and only one air bubble pocket. If you fall down there as pretty much anyone that can't fly or climb, you're as good as dead.
View attachment 150554

  • The water spouts in Act 2 can be a bit finnicky. How far they send you is dependent on how you enter them in some weird ways. Maybe set a max vertical speed that they can send you up, and have them accelerate you up to that speed a lot faster? Maybe have them not kick in until you touch the floor? Something to that effect might make them more consistent, though it might be a bit tricky to implement.
I designed the levels to be adapting to vanilla SRB2. For the underwater pit in Act. 2, there is a spring in the level that lets you escape the maze. Just try to actually go through the maze instead of just acting trapped. I may replace it with something else though.
 
Last edited:
New progress report.
I still need to fix a lot of Software renderer bugs.
 
New progress report.
I still need to fix a lot of Software renderer bugs.
I know this is still a demo, but I feel like the map is far too big. It's nice and scenic, but too big. I recognize those huge lines where you couldn't see the player sprite.
 

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)

Back
Top