A history of Ctrl+Alt+Del games. Part two.

[youtube=http://www.youtube.com/watch?v=Hen2RRRpQoQ&hl=en&fs=1&]

A while after it was clear that I wasn’t likely ever going to bother going back to making the original Ctrl+Alt+Del game I started working on a skateboarding game because I like skateboarding games and I wanted to make one. I didn’t want to have to create all new character models and I was (and still am) feeling a bit dissapointed that I spent so much time on the previous Ctrl+Alt+Del game without having anything to show for it so I figured I could save some time but making the skate game set in the CAD universe. A lot of things where modified (I dont think i reused any textures) and most of the art assets where still made from scratch anyways but at least it gave me something to start with.

In the end the menu system was once again really the only thing that I was happy with. The video really doesn’t do it justice but I think its the best menu I’ve ever made. Its a sad and small accomplishment but at least its something. I really do think its nicer then the menus you would find in most professional games and it fits well with the style of the game and its web comic source material.

The games mostly shit though. Far better then the original game but I never got to the point of building in any real goals and as for the basic function of being able to skate around it works but never got anywhere near the point of being at all comparable with something like even the original Tony Hawk games. It did have a few small things that where nice. It was going to have simple platforming and brawling elements (like Simpson’s hit and run for example or how the first CAD game was planned to) so well I never worked in on foot jumping or the ability to swing your board like a bat you could actually get off your board and walk around (keep in mind that this was done well before Skate’s sequel was even announced let alone before it was made known that you would be able to get off your board so being able to walk as at least a minor brag able feature). It was also another example of poorly planned programing. I was still figuring out how to do things as I went along and in lots of ways it seemed to become more convoluted and glitchy as I progressed. I restarted from scratch near the end (when I re-did the menu) but it didn’t really help to fix any of the problems and just resulted in once again earlier versions having things that where lacking from later ones. Trying to retroactively force in a proper physics engine at the last second didn’t help either.

This download includes five pre compiled playable versions of the game. Two of which where never released previously. Those two also include the dba and dbpro files (the DarkBasicPro project and source files).

Also if you want to in the latest version (the one in the folder labeled “new game”) by deleting the top layer folder (located under) texturesmenu) and renaming the top layer 2 folder to replace it you can use a crisper higher rez version of the menu.

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