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341
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Feedback / DevLogs / Re: Untitled simple fantasy adventure for iOS
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on: May 09, 2012, 02:01:52 PM
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The two rooms shown are very bright and saturated, but the player is a flat light grey. It's strange. No likey.
I really don't get the power coin thing. Seems like every room will be exactly the same: go for a coin or coins, then go for the enemy, coin, enemy, etc, key, exit, repeat in next room.
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342
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Feedback / DevLogs / Re: MicRogue
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on: May 07, 2012, 06:43:11 PM
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Is the kicked-out-of-the-pub framing story still part of this? Because "Half-Pint" might be a good name seed with double meaning. The Half-Pint Rogue?  I remember you described this as the roguelike to play while you wait for a mini roguelike to initialize, so maybe the name could come from that – quick play, rather than the "size" of the game.
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344
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Feedback / DevLogs / Re: bitsoup - Teeny Graphical Roguelike
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on: May 07, 2012, 09:52:02 AM
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Pardon the edit:  (Original on top) Wall blocks in horizontal rows look like they are half the thickness of walls in vertical rows and slanted, which was bugging me, so I flipped them.
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345
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Developer / Design / Re: Pitch your game topic
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on: May 07, 2012, 06:22:32 AM
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Haha :D I was sure that I werent the first one to thought it in modern technological context. Though I dismissed the QR codes since at least here in Finland they are still rather rare while bar-codes can be found essentially everywhere. I'd love to make a game like this but unfortunately I think I probably wouldn't have resources, programming skills (for barcode part) or time for it alone :/
Yeah, I don't really have what it would take to make it a game either (and there's something else I'm working on anyway). I'll still mock it up someday though. Where the heck would these codes be found at? Geocaching or something?
They're all over advertising in Toronto now. I know they've been a thing in Japan for a decade.
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346
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Developer / Design / Re: Pitch your game topic
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on: May 06, 2012, 12:47:25 PM
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I had weird flashback from my childhood's tv-ads about Scannerz.
How about game for mobile phones which can read barcodes? Either monster fighting game like the one I mentioned or perhaps each barcode represents unique item, spell etc. while some are used for unique roguelike dungeons. So in effect each barcode is used as seed value of dungeons.
Great minds[1] think alike[2]: Had this idea yesterday on the subway after work:
Levels are generated by snapping a QR code with your phone. The game loads the symbol and adjusts it to be playable according to whatever the game's mechanics are (I don't know) – and if your data connection is active, it polls the target URL, plucking out a colour scheme and uses its HTML as a seed to generate level content.
The game itself would be a simple 3/4 view maze navigator/arena combat thing. The black squares of the QR symbol become wall blocks, some destructible, some climbable with ladders, and denser areas of the code produce higher walls (or turrets?). Player starts in the lower right corner and has to activate switches, or something, in the three registration corners, which are heavily guarded.
Then I transferred to another train and stopped thinking about it.
I might mock this up at some point...
1 – For the sake of argument let's assume I have a great mind. 2 – Or similarly.
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347
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Feedback / DevLogs / Re: MicRogue
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on: May 06, 2012, 12:42:03 PM
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Does the dark lord also show up at dawn? I thought the idea was to get in, plunder, and get out before he wakes up. Graphics: 
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348
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Feedback / DevLogs / Re: Void Dust MMO
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on: May 06, 2012, 06:43:30 AM
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Please make arrow keys an option... or mouse control. WASD in a browser with Find As You Type turned on means I'm not going to play it. 
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350
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Feedback / Playtesting / Re: Game Name Clinic - I will rate your game's name
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on: May 06, 2012, 06:34:43 AM
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I have an MMORPG in the works. Its story and theatrics are based on real events throughout history but twisted and exaggerated to appeal as fantasy. You also develop your character into a powerful legend of your own path. I want to call this game "True Story" for it has duality and misdirection to the name. Plus I believe games with names that include simple terms are easier for players to affiliate themselves with.
This isn't a serious suggestion – unless you like it – but "The Legend of Veracity" immediately came to mind. I'm thinking of changing my game's name from 16 Color Story to Blocky Blocks. I'm really aiming for a weird/cute outer space planet building (with blocks) game with a deep story so I think this title fits better. What do you guys think?
Block Blocks isn't nearly as memorable as 16 Colour Story.
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351
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Feedback / DevLogs / Re: Domination
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on: May 02, 2012, 12:02:23 PM
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Very cool overhaul.
I hope the GUI isn't that screen-greedy in the final version though.
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352
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Feedback / DevLogs / Re: MicRogue
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on: May 02, 2012, 10:45:24 AM
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I'd think a black or red coin is just a different type of coin rather than an anti-coin.
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353
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Feedback / DevLogs / Re: piq
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on: May 01, 2012, 11:18:32 AM
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Just say you don't want to include seasons in the game and everything should be fine. 
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355
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Developer / Design / Re: Design in Management sims (SimTower,TinyTower,GameDevStory)
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on: April 26, 2012, 02:40:20 PM
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You should reduce the amount of maintenance players have to manage in these games, because too much is really just infuriating.
Eventually. When you've successfully crated a city of a couple hundred thousand, you shouldn't have to toil with the minutiae of a brand new village – it should be automated by that point (but you can go in and mess with if it you really want).
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356
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Feedback / DevLogs / Re: MicRogue
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on: April 26, 2012, 02:27:03 PM
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Either extend the tower above the title box, or put it in the mountains – it can look massive just by playing with scale.
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357
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Feedback / DevLogs / Re: MicRogue
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on: April 26, 2012, 07:29:43 AM
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rek: what do you mean touching the tower?
The title box overlaps or sits on the top of the tower in that pic. I'd separate them.
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359
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Feedback / DevLogs / Re: MicRogue
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on: April 25, 2012, 06:06:15 PM
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getting the Options Menu in, which means I need a way to access it.  which of the three on the left do you think works the best for an options menu? any other ideas? A "?" makes me think "help" not "options". The gear is becoming pretty common as an options/config/preferences icon, but the wrench kind of works too. Will the title animate? I wouldn't have it touching the tower like that.
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