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1076036 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:46:01 AM
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581  Feedback / DevLogs / Re: Tick Tock Isle [Demo out] on: September 15, 2011, 09:57:39 PM
In that case, I demand that my doors engage in fisticuffs with nearby denizens.
582  Feedback / DevLogs / Re: Tick Tock Isle [Demo out] on: September 15, 2011, 07:35:03 PM
So it does the rest of us no good?
 Waaagh!
583  Developer / Art / Re: Art on: September 15, 2011, 05:37:59 PM



Oh god it's Mozgus
584  Feedback / DevLogs / Re: Key of Ethios - Stealth Mechanics on: September 15, 2011, 02:05:28 PM
Yeah, that's what I was thinking as well. Plus, I wasn't very good at the eyes anyway.

MOAR:





I've got two hours between classes on Tuesdays and Thursdays, so I should have three or four new ones to post on those days.
585  Developer / Creative / Re: Most Moving Game on: September 14, 2011, 12:15:23 PM
I was just about to make that joke.
586  Feedback / DevLogs / Re: Key of Ethios - Stealth Mechanics on: September 13, 2011, 11:42:11 AM
I'm back!

Did a couple of character sketches earlier:




587  Developer / Art / Re: dynamic game animation, Art? on: September 11, 2011, 12:38:32 AM
All of the Ouroboros creatures in RE5 were extremely impressive. I'd heard that it was mostly done using a shader.
588  Developer / Art / Re: 3D thread on: September 09, 2011, 11:25:13 AM
I don't quite see it. What would you suggest, in that case?
589  Developer / Design / Re: What features would you remove from modern games... on: September 09, 2011, 10:25:53 AM
I'm unsure about the latest ones, but the first Resistance did the health regen rather well. Your health was divided into four pieces, and if your health went below one of them, it wouldn't regenerate past that till you found a health item to restore it.

So, for example, if you went below 75%, you'd only be able to regenerate up to 75%.
590  Feedback / DevLogs / Re: Tick Tock Isle [Demo out] on: September 09, 2011, 09:46:10 AM
Yeah, I was having a bit of difficulty figuring out where you could go as well. Aside from that, the mood/atmosphere was super awesome.
591  Developer / Art / Re: 3D thread on: September 08, 2011, 05:35:42 PM
Oh, it's DEFINITELY ridoncorous.


The guy they work for is incredulously narcissistic, but if you think I should remove it, the immense amount of things around the place with his face on them should suffice.



How much of a difference is there between the two, Willy?
592  Developer / Art / Re: 3D thread on: September 07, 2011, 12:37:24 PM
Guards! Guards!
593  Developer / Art / Re: show us some of your pixel work on: September 07, 2011, 11:53:55 AM
 Epileptic
594  Feedback / DevLogs / Re: Trixie Treasure on: September 06, 2011, 08:59:11 PM
A ledge grab upgrade may make sense if it were, say, climbing gloves or something that would enhance one's grip.
595  Feedback / DevLogs / Re: Samus In Hyrule on: September 06, 2011, 02:44:11 PM
You could increase the FOV on the camera to reduce the depth.
596  Feedback / DevLogs / Re: Escaping Insanity on: September 06, 2011, 08:52:48 AM
Huzzah!
597  Feedback / DevLogs / Re: Key of Ethios - Stealth Mechanics on: September 05, 2011, 08:11:00 PM
Daily ...Hey, Check It Out It's Still Daily Work Log!
-Began working on guard AI:
  -Reactions to how loud or visible you are
  -Began working on AI patrol patterns
598  Feedback / DevLogs / Re: Operation Wonderful (code name) on: September 05, 2011, 05:02:55 PM


A spider within a spider. Arachnaception?
599  Developer / Art / Re: Art on: September 05, 2011, 03:38:17 PM
WHAT'S ALL THIS RACKET?
600  Feedback / DevLogs / Re: Key of Ethios - Stealth Mechanics on: September 04, 2011, 01:48:38 PM
Daily Ha, I've Tricked You! It IS Daily Work Log!
-Finished up the basics of:
  -Visibility
  -Movement Volume
-Added bare-bones GUI elements for them

There are three speeds you can move at: Creeping, Walking, and Running:
-Creeping is the quietest, as you make no noise at all. It's the slowest, though.
-Walking is what you'd expect; Decent speed at a moderate volume.
-Running is also what you'd expect: High speed, but it's the loudest.

You can also hug walls and sidle along them. This reduces your visibility and makes you completely silent, but it's about as slow as Creeping.

The material of the flooring you're walking on also effects the noise you make. Some are louder than others.

As you can see, I've drawn a lot of inspiration from Thief for this stuff. 'Cause that was my first taste of game development, and it was awesome.



The GUI thus far:


The sphere in the center is a light that's brightness is linked to your visibility: The more visible you are, the brighter it is (And vice-versa).

The rings are emitted in time with your steps, and their size is linked to the volume of said steps. The louder you are, the larger they get.

See it in action here!
http://www.youtube.com/watch?v=IiI9tE7EKag


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