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879034 Posts in 32956 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 05:44:04 AM
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1  Player / Games / Re: Dark Souls and Dark Souls II on: May 22, 2013, 04:27:06 PM
Yeah I am not really worried about the nitty gritty stuff, like best sword. I am more interested in stuff like the pacing and pattern of combat. I know that combat is a bit more deliberate and you can't just hack away. That's the system I am interested in.
2  Developer / DevLogs / Re: Small Castelvania on: May 22, 2013, 11:59:07 AM
well I am still in the air about jumping. I have not actually seen it used in any of the dark souls videos I have seen. I have seen the attack where you drop down upon the enemy, but that seems just like really odd design. for it to be any use the designer has to put a place above the enemy, which almost signals "Climb here, drop off". or I have seen players kite enemies over to a place it could be used, which also seems like a waste.

as for it being a platformer, it doesn't actually need to have a jump unless jumping is used to traverse an area. stairs and Ladders can add just as much verticallity as jumping from platform to platform might.

I think I will only add vertical movement if I do a larger open world game. although I have been playing with the idea of doors used similar to odin-sphere games where levels are built out of stretches of hallway allowing the player to move around. I can post an Example if needed.
3  Player / Games / Re: Dark Souls and Dark Souls II on: May 22, 2013, 11:52:55 AM
so this is really off-topic, but I have seen a lot of videos for this game and I have a lot of questions about how the combat works. I would love to play it, but have no access to anything that can actually run the game. So would anyone be up for answering a multitude of combat related questions for me?
4  Developer / Design / Re: Single Button Combat on: May 21, 2013, 04:50:04 PM
wow guys thanks for the responses. So I have been playing with this and I have a move left and right and a sword button. Combat Wise I was thinking of doing something where instead of just hacking its looking for the correct time to attack the enemy. So I have a sword button that tapping will slash, and a holding will use a block. I am thinking that perhaps enemies will run at you and slash, you can block them but also parry their attacks by hitting it with your sword. I am also thinking that maybe projectiles can be blocked, but some magic ones can be countered back at the enemy with a parry
5  Developer / DevLogs / Re: Small Castelvania on: May 21, 2013, 04:18:53 PM
Waludi: I am using  a version of flashpunk that's been rebuilt for stage 3d for mobile.

Ca Sinclair: I liked that combat idea better but was afraid of how to build it for the enemies. I guess I could have enemies that don't block also. I had a very simplified control tapping the sword button would attack and holding it caused blocking. As for the levels they will be left to right although I might add ladders to climb and doors to go through to bring you to new levels. I feel like the more strategic combat would work better with a linear world. It reminds me a lot of dark souls combat. The only thing I worry about is how do I make enemies stronger? I guess it would not rely on any in game stats but the actual design of the monsters. I really need to play a bunch of games like dark souls for inspiration.

Edit:
Control Ideas:
Arrow keys move left and Right
tapping sword button slashes
Holding sword button blocks
hitting arrow keys while blocking does a combat roll left or right.
6  Developer / DevLogs / Small Castelvania on: May 21, 2013, 07:51:00 AM
Hey guys, Working on a small game that is a combination of a couple different ideas I have had inspired by other games. I mostly wanted to make something similar to the original castlevania, but I also liked some ideas in other games like Dark Souls and the Witcher. The Player battling through smalls sections dodging traps and moving ahead to fight a boss. Not sure how the game will actually work out yet though, couple ideas are.

World Building:
- Linear world with bosses along the way.
- Open world game with bosses hidden along different areas
- The player has a selection of bosses to kill, and each one is a separate area they are loaded into, like Mega-man. (I am leaning towards this one)

I also know a few things I want for the game:
- no jumping, strictly melee based
- no stats or grinding. the combat will be similar to a zelda instead of a action RPG. limited stats where all attacks do a base damage of 1
- limited Items and potions. player will be able to choose items before entering the world.

the combat is currently up in the air. I am not sure If I want it to me more like a single attack, or switch it for something that is more timing based where enemies will block, and attack. this would mean less enemies, but it would make enemies more of a threat. I am leaning more towards the first, where the real threat is the combination of enemies in each area.

WIP Gif of gameplay
7  Developer / Art / Re: show us some of your pixel work on: May 11, 2013, 07:56:13 PM
okay so quick question. I saved an old mockup to my computer. Someone did a bunch of mockups using a small color palette. I saw it on here but I am having trouble locating it. this was the mockup.



I liked the small blue knight character and wondered if they had done anything else with it.

8  Developer / Design / Moon Base on: May 07, 2013, 11:26:46 AM
Hey Guys, so I have been looking at games like Harvest Moon, Terraria, and Dont Starve. I was wondering what you guys thought of a game like that but set upon the Moon as you build a Lunar base.

I have been struggling with figuring out the actual mechanics though. I think the game lies in learning to balance the amount of time you have vs the mountain of things you need to do.

I am thinking Time and some monetary system would be the main factors. I am thinking the game is about building out a base and the base should be interconnected. by that I mean the player will have to balance the size of the base, with what they can actually build. Rooms require Power, Power requires Mining Hydrogen, Mining Hydrogen depends on the Rooms location. Base Size is Limited. Similar to the way a player might build in say SimCity. I need water, I need Power, I need homes.

Please give me any thoughts I ahve never tried a game like this before hence My curiosity.
9  Developer / Design / Re: Simple tactics mechanics on: May 03, 2013, 11:25:52 AM
love the art!

so how many guys can I have on screen? it might be a bit much if I am moving this enormous force of enemies. Hero Academy and Outwitters both escape this by giving the player points to spend each turn on attacks and moves.

you kept the numbers very small and I think that's a great idea. I think the larger the numbers get the harder it will be.
10  Player / Games / Re: iOS recommendations on: April 22, 2013, 05:31:05 AM
So I am thinking about giving Outwitters another go. I tried it like the first week, anyone else still playing?
11  Player / General / Re: Flipboard on: April 20, 2013, 08:28:34 AM
yeah I don't know how the searching magazine works either.

also I would really like ti if they added folders. It would be nice to jsut have a Web Comics square instead of 7 different squares that get updated like once a week.
12  Player / General / Re: Flipboard on: April 18, 2013, 11:28:28 AM
Tanner: I have never really used tumblr. Is there a way to save articles for reference later? I have basically used it to replace my Google Reader but some articles I want to save for future reference

Solkar: yeah I looked at some of the ones they featured on their blog and they are crazy stuff like sneakers, and bird watching. Stuff I am not really into.
13  Player / General / Re: Flipboard on: April 16, 2013, 01:40:17 PM
yeah as soon as I figure out how to I will do that.
14  Player / General / Flipboard on: April 12, 2013, 08:29:04 AM
So I am not sure if anyone has used flipboard before. It's a tablet app that collects articles in a or at that is similar to a magazine. In the latest addition they added the ability to collect articles into your own magazine and share with others. I have been collecting game design articles that I reference a lot. Has anyone else done this? I am always looking for design articles.
15  Developer / Technical / Re: as3, seeking a mentor, i'm stuck at something. on: April 10, 2013, 05:55:14 AM
Well what seems to be the problem. We might be abler to help right in this thread.
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