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385
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Feedback / Playtesting / Re: Game Name Clinic - I will rate your game's name
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on: February 11, 2014, 04:09:08 PM
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Brawling vikings. But it's kind of a cheesy name.
I kinda like Viking Brawl, but if you want it to be less cheesy you could name it "Vega" which is the Old Norse word for "to fight". Or you could use a different old norse word for war or battle or something.
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387
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Feedback / Playtesting / Re: Game Name Clinic - I will rate your game's name
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on: February 11, 2014, 03:32:34 PM
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Trying to name my roguelike/tactics game. Tarog: Rogue Tactics (with or without either part of that, actually). I'm hoping to find a name that's elegant and memorable like "Tactics Ogre" but I'm drawing a blank. Alternatively, I could wait until I have a plot and name it after a plot element, but chances are that wouldn't emphasis the tactics nature of the game.
What about just "Rogue Tactics"? I need something better than Viking Brawl  Well what's your game about? "Knightfall", "Knightfalls", or Knightfallen"
The game is about a knight with a cursed suit of armor that constantly grows "fatter" whenever you aren't moving, you have to manage your weight to navigate the levels/fight enemies. The day changes to night throughout the course of the game. I will upload a piece of early artwork later to show the style we're aiming for.
Atrophy
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388
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Feedback / DevLogs / Re: Infinite Maze
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on: February 11, 2014, 03:23:39 PM
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Yeah, I'm sure you'd have to increase it to a lot more time while in first person.
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391
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Feedback / DevLogs / Re: Ethereal - A Ghostly Puzzle Platformer
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on: February 10, 2014, 12:46:13 PM
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Devlog Update #31 - 02/10/14 My website has been sometimes not loading properly or at all and yesterday it wouldn't load all day. Guess that's what I get for using a random free host. So, I switched hosts. So the website should be working just fine all the time now. In game-related news, I sent the artist the design for one of the areas that will be used in the teaser trailer. So right now he's working on drawing that. It'll take him quite a while to finish this though so I might not have as much art to show for a couple weeks. Today though, I'll show you a WIP animation of the player 'haunting'. One of the players abilities is to scare humans, sending them running into switches or onto buttons. WORK IN PROGRESS
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395
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Feedback / DevLogs / Re: Witch Princess
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on: February 09, 2014, 12:38:17 PM
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 Okay, John helped me with a dialogue system. It works the same as all my other ones, but its smarter. I hope it was worth all the work though, but I'm glad its done. Tis lovely, but a pet peeve with these is that words are often wrapped as they are typed; ie halfway through a long word it jumps down to the next line... That always really bugs me too. You have to code it so it checks the length of words and space left before it types any of the letters for the word.
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397
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Feedback / DevLogs / Re: Every Single Day
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on: February 08, 2014, 06:17:52 PM
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I like the art style and what I'm guessing is an explosion effect in the bottom screenshot. The game seems really dark though.
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398
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Developer / Design / Re: Quest Creation
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on: February 08, 2014, 06:14:32 PM
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I agree with most of those 'guidelines'. I think sometimes errand boy quests are okay for the reasons CA Sinner said. I also don't think every game with quests absolutely has to give the player multiple ways to solve the quest or choices in any way. Some games are better when you're just playing out a linear story. Most of the time though, I agree. In games that are meant to be open, there should be a lot of choice and methods.
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399
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Developer / Art / Re: Art
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on: February 08, 2014, 06:06:04 PM
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The artist for my game finished the title art. I posted it in the pixel art thread, but apparently it's not pixel art. Whoops! I'm sure its okay here though. 
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