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Feedback => DevLogs => Topic started by: EddCoast on November 10, 2014, 06:05:07 PM



Title: Crippled - DEAD
Post by: EddCoast on November 10, 2014, 06:05:07 PM
Quote
Starting the cave design (http://s9.postimg.org/tjsemchjz/criipled.png)
Coloring the cave thing (http://s28.postimg.org/4htn7tvel/criipled.png)
Designing the new protagonist (http://s2.postimg.org/oc33cro55/protagansita.png)
See if it fits(?) (http://s23.postimg.org/7ern56szf/protagansita.png)
Animate the protagonist (http://s18.postimg.org/pj9bacg6h/teste.gif)
The Start (http://s12.postimg.org/ojzs24265/crippledde2.gif)
Particles + Moar animations (http://s28.postimg.org/n3gd93oy5/teste2.gif)
Bear re-design (http://s28.postimg.org/n7k0md43x/bear.png)
Bear color (http://s17.postimg.org/a00alootr/newbear.png)
Bear animation (http://s27.postimg.org/5p0hz24f7/bear.gif)
Fixing perspective (http://s30.postimg.org/vst3h5gk1/character.png)
New Bear again (http://s13.postimg.org/urrxp5jiv/newbear2.gif)
New Bear color again (http://s29.postimg.org/b8t4zm01z/newbear3.gif)
Devlog ep.1 - Balls (http://youtu.be/GOUS-dy1Y7M)
New Background (http://s30.postimg.org/47lpm5pv5/newbackground.png)
Spooky Alien (http://s30.postimg.org/h74nkmqsx/newmonster.gif)
Manifesto of the Crippled, a new theme (http://forums.tigsource.com/index.php?topic=44460.msg1084123#msg1084123)
-DEAD
I give up, thats it, thanks to anyone who helped


Title: Re: Crippled
Post by: EddCoast on November 13, 2014, 05:26:04 AM
http://s28.postimg.org/n3gd93oy5/teste2.gif
Small progress on the psychic powers thing, will create a longer video to show-off
Also, this was supposed to be twice as fast, for some reason the gif lowers the framerate to 30fps instead of 60 :(


Title: Re: Crippled
Post by: del on November 13, 2014, 05:55:54 AM
The art looks good so far, concept seems neat, I'd just like to see the actual gameplay in action. I like what I see so far!


Title: Re: Crippled
Post by: EddCoast on November 13, 2014, 11:27:32 AM
The art looks good so far, concept seems neat, I'd just like to see the actual gameplay in action. I like what I see so far!
Hey thanks a lot! I will be getting soon into the gameplay, i really wanted to make a devlog from scratch, so i guess it will take sometime until i have something decent to show.

Also, new bear re-concept:
http://s28.postimg.org/n7k0md43x/bear.png
http://s17.postimg.org/a00alootr/newbear.png
http://s27.postimg.org/5p0hz24f7/bear.gif
It won't look that choppy in-game, since i'll add tweens to it.


Title: Re: Crippled
Post by: EddCoast on November 13, 2014, 02:54:35 PM
Fixed the perspective on the character, how could i not see this?
Also, are shoes suppose to be this hard to draw?  :-X
http://s30.postimg.org/vst3h5gk1/character.png
he also has a crotch and a butt now  :eyebrows:


Title: Re: Crippled
Post by: EddCoast on November 14, 2014, 09:14:44 AM
I just realized i made the bear WITH shading  :facepalm:
Im re-doing it and trying to get it to be smoother.
http://s13.postimg.org/urrxp5jiv/newbear2.gif

I also updated all the character animations and im also thinking for a new "start" animation (the moment he wakes up), i was thinking about making him poking his leg as the first thing he does, instead of looking at his hands... kinda makes sense since he's crippled


Title: Re: Crippled
Post by: EddCoast on November 14, 2014, 04:52:19 PM
The gif is a little faster than it should be, but i think it still delivers in smoothness
http://s29.postimg.org/b8t4zm01z/newbear3.gif


Title: Re: Crippled
Post by: EddCoast on November 15, 2014, 08:29:54 PM
Just made the first devlog, you can watch it here (http://youtu.be/GOUS-dy1Y7M)
Tell me what you think ... if theres anyone out there  :whome:


Title: Re: Crippled
Post by: 7heSama on November 15, 2014, 08:54:53 PM
Yo, I gave your demo a shot.
Frankly, I think you need to re-evaluate the mechanics quite a bit. I saw Weeby one time, spent all my money on the L2 gun, and then was overwhelmed within five seconds of round two starting.

This style of defense game - controlling a single shooter with limited screen/movement space - rarely 'feels' right in my opinion. There's a lot you have to balance to make the game engaging and fun. Most are too hard or too boring.
Check out Red Code (http://www.kongregate.com/games/Morpheme/red-code?acomplete=red+code) and Autumn War: Survivor (http://www.kongregate.com/games/oreo47/autumn-war-survivor?acomplete=autumn+war) for some good examples (imo).

You have solid art skills and the ability to complete a solo project, so you're doing pretty good, but your game really needs something more than "click left/right until you die due to bad luck".


Title: Re: Crippled
Post by: nt on November 15, 2014, 09:32:59 PM
This is nice and simple. You can probably make a bunch of different variation to the basic game play, use different backgrounds, etc... Are you gonna make a mobile version? swinging your finger to fire the things could work.

Also video devlog are cool, I don't think I would be ready to record my voice anytime soon myself



Title: Re: Crippled
Post by: EddCoast on November 16, 2014, 05:40:30 AM
Yo, I gave your demo a shot.
Frankly, I think you need to re-evaluate the mechanics quite a bit. I saw Weeby one time, spent all my money on the L2 gun, and then was overwhelmed within five seconds of round two starting.

This style of defense game - controlling a single shooter with limited screen/movement space - rarely 'feels' right in my opinion. There's a lot you have to balance to make the game engaging and fun. Most are too hard or too boring.
Check out Red Code (http://www.kongregate.com/games/Morpheme/red-code?acomplete=red+code) and Autumn War: Survivor (http://www.kongregate.com/games/oreo47/autumn-war-survivor?acomplete=autumn+war) for some good examples (imo).

You have solid art skills and the ability to complete a solo project, so you're doing pretty good, but your game really needs something more than "click left/right until you die due to bad luck".

Thanks a lot for your feedback, means a lot to me. I played both games you listed, they are pretty good, i was impressed by Red Code, they definitely did it right, taking notes as i type.

You were right about the demo, i was too lazy to balance "level progression" because i wasn't very happy with the visual of the game, i apologize if i frustrated you.

Also thanks for the compliments, i just recently learned how to make decent art, its still very hard for me to develop a game all by myself.
About the mechanics, the main change i was aiming for was to simply add the option to aim for your opponent, this should remove a little bit of the 'boring' factor the game has right now, and also maybe go for different stages as you progress.

This is nice and simple. You can probably make a bunch of different variation to the basic game play, use different backgrounds, etc... Are you gonna make a mobile version? swinging your finger to fire the things could work.

Also video devlog are cool, I don't think I would be ready to record my voice anytime soon myself



Thanks a lot! Yes this is what im planning for right now, making diferent balls patterns, diferent monsters with diferent behaviors and maybe having stages where you can interact with them, who knows?

Im totally going for a mobile version, already got it working on android  :handshakeL: ;D :handshakeR:

My main goal right now is to finish a simple game as a personal challenge, but also to learn from it.
And video devlogs might be a thing right now, just because my gifs sucks, it lowers the game fps to half and this is so annoying  :screamy:
But i need to surpass a lot of barriers, including the language one.

Again thanks a lot for the feedback and comments guys, shows me im not completely alone in this journey, cheers!  :coffee:


Title: Re: Crippled
Post by: EddCoast on November 17, 2014, 12:44:16 PM
Worked all night on this new background, i think im getting my way around this new drawing style... im tired
http://s30.postimg.org/47lpm5pv5/newbackground.png


Title: Re: Crippled
Post by: EddCoast on November 17, 2014, 08:06:20 PM
Just replaced the bear by some alien monster thing... and the result is absolutely terrifying
http://s30.postimg.org/h74nkmqsx/newmonster.gif

Also, time for a reality check.
The reason why this devlog is not calling so much attention is probably because my theme is bland or just not good enough  :shrug2:
I mean, lets face it, im not a veteran when it comes to game design, so im probably doing a bunch of things wrong.
So, with this being said, i will completely reformulate the mechanics and theme of this game, simply to try to make it more appealing visually and more fun in general.


Title: Re: Crippled
Post by: 7heSama on November 17, 2014, 11:09:02 PM
Thanks a lot for your feedback, means a lot to me. I played both games you listed, they are pretty good, i was impressed by Red Code, they definitely did it right, taking notes as i type.

You were right about the demo, i was too lazy to balance "level progression" because i wasn't very happy with the visual of the game, i apologize if i frustrated you.

Also thanks for the compliments, i just recently learned how to make decent art, its still very hard for me to develop a game all by myself.
About the mechanics, the main change i was aiming for was to simply add the option to aim for your opponent, this should remove a little bit of the 'boring' factor the game has right now, and also maybe go for different stages as you progress.

No problem on the feedback, I know it's tough to be motivated in a vacuum.
Nobody every understands why I like Autumn War: Survivor so much ...  :shrug2:

The ability to aim should add a lot. Maybe think of some way to keep it fresh, like the PC's hand wavers off-target but you can tell by looking at it what the offset will be ... ? Idk.

The fact that you finished the demo despite being frustrated with the visuals says a lot. If you keep pushing yourself, you can make something great.


Title: Re: Crippled
Post by: EddCoast on November 18, 2014, 12:31:26 PM
Manifesto of the Crippled, a new theme.

After doing that reality check, i came to a conclusion that the game was just simply boring.
So i did what any sane person would do, i gave up.
As soon as i did that, i started watching some cartoons (the same cartoons that inspired me to create this game) and weirdly enough, i got new ideas from them. I watched a lot of Rick n' Morty, Adeventure Time, Bravest Warriors, Felix Colgrave and others.

So the first thing i did was to start sketching the new mechanics, which will require Box2D and a joint mechanic to make it work. It's shortly speaking a "grappling hook" mechanic, in which your Ball (name yet to be given) is now a singular ball that can control monsters and yourself.
Allowing for a "dodge" mechanic and heavy physics interaction
(http://s9.postimg.org/8qun57d8f/mechanic.png)

After i did that, i started re-designing the graphics, starting by the background, then the bear monster and finally the protagonist.
Both the background and the monsters i have shown already, except for the character and his Ball.

The first re-design i did for him wasn't pleasing me, he was looking too "dorkly" so i made him darker and leaner.
(http://s4.postimg.org/3ml8kkajh/newcharacter.png)

And his ball that will follow the taps/cursor
(http://s27.postimg.org/afjaffijz/ballspin.gif)

Needless to say, the game will now have a more sci-fi feel to it, aliens, space-ships and maybe even exploration, we'll see.
So i would love to hear what you guys think of this shift of themes and if it pleases you.
Okay, cheers  :coffee: