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Developer / DevLogs / Re: Eastward Quest
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on: May 03, 2013, 03:55:14 PM
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I disagree with those saying attacking should be manual. I like the idea of it much more as a resource management and reflexive decision-making game (split-second "Can I take on this enemy or do I switch lanes?" "Do I take the health potion or the strength powerup?") more than anything, and adding manual attacks seems like it might detract from that simplicity.
also I kind of liked the old mockup character's design more. This dude feels super generic now. Which might be the point but still.
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Player / General / Re: Twitter
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on: April 02, 2013, 10:08:22 PM
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I only just started using mine regularly after this last gdc, though I made it sometime early last year I think.
@fourbitfriday
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: April 02, 2013, 01:32:22 PM
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thanks guys
I don't really think it's too big a problem if things look complicated at first glance - it's kind of hard to avoid when there's so much information I need to convey you know? - since I think it'll all make sense in-game, which is the really important part.
nonsuch: yes the map gets bigger as you explore, larger levels basically taking up that whole corner. The character is just a placeholder I whipped up real fast, I'll definitely have something more fitting when I actually implement it all. re: the empty space at the bottom, it'd be hard to fill that with stuff since your hp and mp meters (red and pink) get longer as you level up and might eventually cover like the whole left bottom half. Anything down there would either obscure or be obscured by that as it grows.
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