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321
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Feedback / DevLogs / Re: Screenshot Saturday
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on: September 08, 2012, 07:21:25 AM
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Poe: Thanks I spend a lot of time Working on colors and shapes to make sure everything is readable. and this is probably like version 5.
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323
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Developer / Art / Re: show us some of your pixel work
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on: August 28, 2012, 01:26:09 PM
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yeah I am trying to get the tail to curl in the right direction, but its hard with so few pixels the chameleon you has a very tight curl in the tail that I just cant seem to reproduce 
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326
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Feedback / Playtesting / Re: Relic Rush - Updated 8/22
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on: August 22, 2012, 12:12:53 PM
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Okay did an update thats two fold(Check First Post). 1 I made the levels a bit larger. I really like these as it gives me some more building options. 2. Its also testing a different level layout. Right now there is a timer and the player tries to get as far as they can while the timer counts down. the timer gets faster each level.
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327
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Feedback / Playtesting / Re: Relic Rush
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on: August 21, 2012, 07:17:04 AM
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still weighing options, but I hope to have a new build soon. I will either go the donkey kong route, of random levels that get faster and faster, or just one long level seeing how far the player can get. If I do the Donkey Kong Route it allows me to do much crazier levels thoughs
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328
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Feedback / Playtesting / Re: Relic Rush
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on: August 20, 2012, 04:24:15 PM
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Matwek: I was actualy thinking the same levels, but a bunch of different ones. Like a jungle section of say 5 levels. But there is also a Ice section of 5 levels, and then a Lava of 5 levels. I wasnt sure about making the game randomly choose levels.
Zackbell: that wont work because I am aiming for an iOS release and a one button game.
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329
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Feedback / Playtesting / Re: Relic Rush
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on: August 20, 2012, 03:13:46 PM
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I will think about the jump Idea. single button presses worked for games like Run Roo Run.
As for the Level Setup. Do you mean Like the way Donkey Kong is set up. 4 levels of increasing difficulty. How High can you get?
I also thought about doing a level where the player has water slowly coming up from down below and they must stay ahead of it.
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330
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Feedback / Playtesting / Re: Relic Rush
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on: August 20, 2012, 12:06:36 PM
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Udderdude: I don't really want to add a jump Button, I want to keep the game simple with just one button. Granted I can find ways to "Cheat" that. I could make enemies that chase you but their movement is jumping and you need to stop so they leap frog over you. or I could make "Bumpers" that make you jump so you need to time them to make jumps over enemies.
I actually added slime that slowed the player down and it made the game way to hard because the timing on all the enemies is so specific, however I do plan to flip it so that the slime becomes oil and makes you move at double speed.
JMStark: can you give me some examples? about using the mechanic? do you mean the One button or the player character stopping? could the things mentioned above, needing to time stopping for jumps and such, be what you mean?
I am trying to figure out what to do with the level system. I have two options of small prebuilt levels in sets, or the game randomly building out a long world, just laying down rooms in front of the character as they rush upwards.
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331
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Feedback / Playtesting / Re: Relic Rush
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on: August 19, 2012, 06:50:31 PM
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Adding stuff hasn't been a problem yet. It's all pretty easy but it's getting hard to do lots of different levels and stuff. It all feels pretty samey to me, but I might be biased. One thing I would like to add are stationary enemies that shoot stuff. But I don't know how to add them so they are not in the way. They always need to be on the edge of able level.
So do you like the current level layout? And what do you think would be a good amount of levels to aim for? I don't want to have to few on a launch. Especially since it only takes like 15 minutes to beat all nine. The game doesn't have much replay. The clock bar is at the top because I plan on making it tick down. That way I can do ranked finishes. So if you are fast enough it might be silver or bronze. That adds something to make the game lat a little longer. The reason I said the endless game was because the player can always stove to get farther and get more treasure.
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332
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Feedback / Playtesting / Relic Rush - Updated 8/22
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on: August 19, 2012, 06:30:21 PM
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Relic Rush A one Button Game where you adventure through levels to collect the treasure. Holding Space or the mouse button will stop our intrepid hero in his tracks. I like the mechanic and all that but not sure if the design of the 5 rooms per level feels right. Wonder if it might feel better as a forever runner game where the Player is constantly just running and grabbing treasure as the goal, seeing how much they can collect before death. but then a question comes of how to make the game harder. perhaps just stacking harder and harder sections on top each other would work.
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334
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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: August 14, 2012, 01:10:28 PM
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working on a small iOS game called Relic Rush. Need some help on a level select screen.  each square is a level. I wanted to have a special "Treasure" in each square after you beat the level and then show the player a bronze, silver, gold notation if they did it in under a certain time. although I could throw out the relic idea and just show the actual block normal, bronze, silver, gold. What do you think might be the best idea?
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336
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Developer / Design / Re: Turn based fighting without Double Blind system
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on: August 10, 2012, 11:04:25 AM
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man these are all some good examples. Seems its pretty unanimous about the reaction based gameplay.
My basic question was because I have recently become enamoured with the idea of two player games on ipads where both players sit around it. I had been thinking about 2 player combat games and I havent seen anyone do anything like this yet.
Another idea that could also work is an action bar. is slowly counts down and when the count down is over the characters battle meaning you go as long as possibly without attacking giving you opponent less time to make a move too. making it a push your luck style game where both players are staring at each other seeing who will draw first.
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338
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Player / General / Re: What do you do?
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on: August 03, 2012, 06:08:38 PM
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cant be any more boring then animation. I currently live in the albany NY area. so not sure how prevalent that is.
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339
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Player / General / Re: What do you do?
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on: August 03, 2012, 04:55:26 PM
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And damn is it an unreliable job. The way I described it to a friend is its like a bad boyfriend. You need to know when it's not treating you right.
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340
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Player / General / What do you do?
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on: August 03, 2012, 04:46:20 PM
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Hey guys,
So I am faced with a dilemma. I am currently a 3D animator and part time developer. I recently just ended my contract on my current project. Basically August is the wort month for me. I have lost my job every August for the past 3 years (Sometimes planned, sometimes not). I am getting a little tired of running all across the country (4 moves in the last 6 years) and I was wondering what everyone else did. I am thinking I can get a non-Animation or game design job and then just do Animation/Game Design at night and weekends. Its getting to a point where i don't enjoy it because its a job and a rather unreliable one. So I just wondered what everyone else did for a living if they are not a full time developer.
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