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365
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Feedback / Playtesting / Re: I Am The Bomb (playable demo feedback)
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on: March 07, 2014, 12:28:12 PM
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Thanks for the feedback  I'll definitely look into spacing those platforms better and maybe making it more clear how the sticking works. I was on the fence about music, but if there's at least one person out there that would like then I'll be adding it!  Regarding the sounds, I took all of them from my previous projects, a few of which are quite old and I'm not sure where some of the sounds come from originally. I wouldn't be surprised if the rocket launcher was actually ripped from Quake, so if someone recognizes any of the sounds as something copyright protected then I'll gladly change it for something else.
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366
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Feedback / Playtesting / Re: I Am The Bomb (playable demo feedback)
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on: March 05, 2014, 07:44:01 AM
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Thanks  Unfortunately I don't have the skills or the knowledge required to model or texture, so the graphics will probably stay like that. I just want to polish the gameplay and move on to the next project, that hopefully will attract an artist. Here is a new build, some small fixes to physics and controls, played around with GUI and sounds, added some missing things: WindowsLinux 32bitLinux 64bitMac OSX
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368
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Feedback / DevLogs / Re: Dungeoning
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on: March 04, 2014, 08:33:43 AM
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I don't know, as long as they are not too similar to each other it's cool, and you immediately know what to expect just by reading the title. "Deep Dungeons of Doom" is IMO a great name for example, "Guild of Dungeoneering" is great too.
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369
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Player / General / Re: What 3D Realms wanted to do?
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on: March 04, 2014, 08:28:27 AM
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1. Make a Duke Nukem game without having any rights to do so 2. Gather hype in the market 3. Get sued 4. Lose the lawsuit 5. Change all Duke Nukem related assets last-minute (have the backup ones ready) 6. Release the game as "Count Blastem" 7. Profit
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373
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Feedback / DevLogs / Re: Dungeonology
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on: March 02, 2014, 11:56:42 PM
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That's exactly what I intend to do  I found some free pixelart tilesets I intend to use and all the characters will be just sprites at first. If an artist decides to join me then he will most likely have a big say on how the game art will look, but if not I will keep the environment just simple pixelart-textured blocks and the characters flat.
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375
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Feedback / DevLogs / Neonizer: A Tale of Katana Vengeance
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on: March 02, 2014, 09:23:16 AM
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I had an epiphany regarding this game's setting, and it changed the whole idea a little. Basically instead of doing the standard fantasy dungeon, I want to make this a tale of a dark, dystopian city, retro-cyberpunk and katana vengeance. I still want this to be a 3D, top-down action game with permadeath, some random generation and demanding combat with minimal character customization (namely weapon upgrades). The way I see it you must climb 10 (or 20, or however many) floors of a skyscraper in a dystopian city to kill some guy and get vengeance for something. You start in the lower levels of the city, where the sun never shines, and make your way to the top where luxury apartments lie. You find various components for your katana that upgrade it in different ways, but you can only carry two of those at one time. Beside hacking, slashing and dodging you can also deflect bullets with well timed attacks. Some components add special attacks, some of them ranged. Inspiration: Bastion (I'd like the combat to be somewhat similar but faster and more... fighterish) Teleglitch (kinda similar structure of the game) Blade Runner (obviously) Original post: I haven't even started working on this yet, but I know a thread will keep me more motivated and it's less likely to be another abandoned idea so... yeah.
The game will be a top-down dungeon crawler, most likely 3D. The combat will be action-focused with a lot of dodging and timing your attacks with how the enemy behaves, I also want this to be very controller friendly. Character development and itemization will be stripped to the bare minimum, with an expanding health bar and two item slots, kinda like in Magicka (no inventory). There will also be boss rooms that will include unique mechanics, like using the environment against the boss etc. I intend to keep the game interesting by introducing a lot of different enemies that the player will need to learn to defeat (learn to time the dodges and attacks properly basically) and by having different items that are fairly balanced against each other instead of just being progressively stronger. There will also be random dungeon layouts and permadeath, so I guess it's a roguelike.
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376
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Feedback / Playtesting / Re: I Am The Bomb (playable demo feedback)
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on: March 02, 2014, 09:03:27 AM
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New playable builds! I'm back at this project after a lengthy hiatus and I think the game is close to being finished now, so any and all feedback is very much appreciated  Here are the new links and the ones in the first post are also updated: WindowsLinux 32bitLinux 64bitMac OSXAnd a teaser gif:  The controls can be changed in the config window, but defaults are: a/d - left/right LMB - shoot RMB - jump
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377
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Feedback / Finished / Re: I Am The Bomb (devlog)
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on: March 02, 2014, 08:09:27 AM
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OK, I'm back at this project, intend to finish it up real quick and start something new. I added a third level and polished everything. I was trying out a lot of different weapon changing mechanisms but in the end came to the conclusion that Super Crate Box did it the best way possible and there is really no point in trying too hard to be original when no other solution comes even close to getting random weapons for grabbing pickups. Here you can see the new level (now with environmental hazards!) and the weapon changing in action: 
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379
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Player / General / Re: The Wolfram Language looks ridonculous!
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on: March 01, 2014, 07:11:19 AM
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@C.A. Sinner - The reason it tickles me so much is that everything will be optimised to all hell which will drastically reduce any friction in creating complex things.
I wonder how that's supposed to work, with all the symbolic representations there must be a lot of converting going on between different modules or even algorithms. Unless it's symbolic computation all the way down in which case it won't be very fast. There's a reason why functional programming didn't catch on in the industry and I think it will be similar in this case. There are areas where this will shine, which is as an interactive tool for knowledge gathering and manipulation or as a mathematical tool, but I don't think we'll see for example many hardware manipulation, media editing, communications or entertainment programs coming out of this.
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380
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Player / General / Re: The Wolfram Language looks ridonculous!
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on: March 01, 2014, 03:24:13 AM
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You can deploy the code pretty much everywhere including embedded systems. My guess is it automatically includes only the minimum required to run the code, both in terms of modules and knowledge.
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