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Developer / Creative / Re: So what are you working on?
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on: March 20, 2013, 04:21:19 AM
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Monsters, combat, pathfinding. Pathfinding was surprisingly easy to do though. Making sure the enemies don't clump together and form a nice circle around you is a bit trickier to do right.  Do you have a devlog for this? It looks really cool. Something about the colour choices gives me Amiga vibes.
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Developer / DevLogs / NEW GAME+
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on: March 20, 2013, 04:14:24 AM
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 - 4P coop / vs arpg. - A story (which is secret for now) - Demon's Souls - Zelda - No 'stats', no 'inventory' Just putting this down for now, I'll be getting into full production after GDC, so I'll try and keep a devlog over here too. It's actually the first game I've not yet posted to TIGs and that feels wrong!
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Developer / DevLogs / Re: Droidnaught
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on: November 26, 2012, 04:12:59 AM
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Captive is one of my favourite games, so I really look forward to seeing what you come up with! 
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Developer / Creative / Re: So what are you working on?
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on: October 10, 2012, 11:14:18 AM
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Cheers John!
@SolarLune - it is. At the moment everything is tile-based, so there are no models, just planes with (optionally) fronts and sides (no backs as the game is in a fixed view, like yours IIRC?) No doubt I'll be facing some of the same issues you've faced! I am thinking of adding a sort of 'trile-style' editor to make non-square blocks. Maybe you start with a 16x16 'trile' and can hollow out a pixel at a time, for doing things like doorways, broken pillars, rounded edges, cracks etc. I'd have to make some kind of model format, so it would have to be something I was sure was worth it before getting into... I'd use it pretty sparingly just to break up the blockiness and for 'shit that looks weird in blocks' like the doors? A fallback would just be to make a 'plane editor' where I can sort of place a bunch of planes, to do the concave doors and so on.
What's also missing from the shot is any kind of billboards for environmental stuff - trees and bushes and grass will all use a bunch of billboards, as long as it doesn't turn out too complicated.
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Developer / Finished / Re: Lone Survivor
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on: August 27, 2012, 03:57:36 AM
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I definitely designed it around the keys, because that's what most people will use, but I always try to keep things to a minimum - of course this game's got quite a few modes of input, being an action-adventure kinda thing, so it was a struggle...
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Developer / Finished / Re: Lone Survivor
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on: August 26, 2012, 01:55:43 PM
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Cheers dude! So glad you enjoyed it... I also use a replica Famicom pad, but with shoulder buttons, X+Y ones etc. Just enough to get all of them on there! <3
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Player / Games / Re: What are you playing?
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on: August 01, 2012, 12:46:58 PM
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 Currently playing through Omikron on Dreamcast with the lady (have only gotten to the first Dreamers concert so far). It's very rough around the edges, but we are really getting into it. The setting and aesthetic are very intriguing, and even if it isn't built toward extreme innovation, it has nice variety, and every element is at least a little bit fresh. The subtle, low-fi, somewhat abstract art style really leaves a lot of room for the imagination – and in a very good way! The combat is too rough or odd for me to understand how to actually get good at it (winning usually seems to involve "tactics" that feel like glitches, for the player or for NPCs). Playing on easy difficulty helps to alleviate those problems, and it makes it easier to focus on the really enjoyable and creative aspects of the game. I loved that game, wish I still had my copy.
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