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878016 Posts in 32898 Topics- by 24324 Members - Latest Member: Fi_designer

May 21, 2013, 02:27:49 AM
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1  Developer / Design / Re: Pitch your game topic on: March 18, 2012, 05:17:10 AM
YOU ARE CUPID OR WHATEVER YOU FIRE LOVE ARROWS AND MAKE THINGS FALL IN LOVE.

LIKE DOGS AND CATS. OR CARS AND TREES. OR NUNS AND CORPSES.

 SMB Castle Flag
2  Developer / Design / Re: Pitch your game topic on: February 21, 2012, 05:43:28 AM
You are a wizard. In a foresty maze.

You can cast spells freely, but you have no choice as to what it will be. Shoot Fireball. Summon Unfriendly Skeleton. Make Maze Slippery.

You must continually eat ice cream to survive long enough to reach the exit.

But eating slowly makes you fatter and slower, so you have to run it off. Balance between scoring points and not getting too fat.

Watch out for unicorns. They are terrifying.
3  Developer / DevLogs / Re: The Archer on: February 18, 2012, 10:36:21 AM
As an actual set piece in a game, the new one is far better. But perhaps the lighting could be more towards orange?
4  Developer / DevLogs / Re: Exciting Sci-Fi Game! on: February 17, 2012, 05:15:28 AM
So perhaps something more like Balding's Quest, but with seamless transition from screen to screen?
5  Developer / DevLogs / Re: Exciting Sci-Fi Game! on: February 16, 2012, 10:47:01 AM
I love the style of this, and I hope to play it some day!

Here, have some proto-fan art for your proto-game.


6  Developer / Design / Re: Pitch your game topic on: February 15, 2012, 01:23:29 AM
Oo, I really want to do a Pac Man like game where the rules change as you play for no real reason. Like an overly happy voice just pops up now and again and goes "don't touch the big pills!" or "run from the lava!" or "don't press left!".
7  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: February 14, 2012, 05:49:04 AM
If thats the style you're going for I'm not sure what to suggest, but maybe the walls could be based on coral reefs rather than stone, just because:

http://www.google.co.uk/search?client=safari&rls=en&q=coral&oe=UTF-8&redir_esc=&um=1&ie=UTF-8&hl=en&tbm=isch&source=og&sa=N&tab=wi&ei=9mU6T42MO4i3hQfBsK3uCQ&biw=1440&bih=727&sei=-WU6T9SjGcGb8gOHntn2Cg
8  Developer / Design / Re: Pitch your game topic on: February 14, 2012, 01:10:28 AM
A directional shooter (like Asteroids) where you have to ram as many passing innocent ships as possible with your space truck. Bonus points for knocking ships into other ships.
9  Developer / Art / Re: Draw your past -> current self! on: February 14, 2012, 01:01:17 AM
Okay, I admit it. I never had a red hat.
10  Developer / Feedback / Re: TELENAUT - 2D Starfox-style Action! on: February 13, 2012, 01:43:12 PM
Could someone post a screenshot of actual play, if it really is Starfox-like, I'll be down for playing it.   Hand Shake Left Shocked Hand Shake Right
11  Developer / Art / Re: Draw your past -> current self! on: February 13, 2012, 07:58:14 AM
ELECTRIC YES.  Big Laff

12  Developer / Design / Re: Pitch your game topic on: February 13, 2012, 07:00:53 AM
PANPOMMA Ltd TM Pro Game Pitch 2012 : 00001

Team Dungeon

A first person rogue-like dungeon crawl game.

Two teams of four face off in something akin to "capture the flag", but with a treasure chest. Unlike other arena shooters, the dungeon would be littered with smaller treasures which can be taken by anyone to increase their personal score and various enemies would be wandering the passageways looking for a fight.

CLASSES:
Knight       + Heavy, slow, well armoured. Wields a big sword and has holy magic, such as "heal", "banish undead".
Scoundrel  + Quick, agile and averagely armoured. Wields the backstab dagger, a crossbow and shadowy magic.
Mage         + Not all that fast and quite fragile. Wields all sorts of spells, from fire balls to summon imp!
Elf             + Quick, archery based and magical, having a vanishing bent to it.
Dwarf        + Like a knight, but with mechanical powers, maybe even something to do with digging through weak walls.

Just imagine it's balanced and makes sense.

Now heres the real hook of the game. The dungeons would be small and I think, I think, you could have a new one generate every time you play, as long as the parameters were refined enough to make it balanced for both sides. I'm thinking map themes might include: Dank Cave, Volcano, Ice Cave, Evil Temple/Tomb and Enclosed Forest (trees being the walls).


Oh I'm not making this by the way. Smiley

13  Developer / Design / Re: Let's discuss traps!! on: February 13, 2012, 06:14:02 AM
Continuing the independent route, I honestly think the arrow traps in Spelunky are great. They aren't hidden, they only fire once, yet you will get hit more than once per play through before you eventually complete the game. They have the added bonus, something all traps should do, which is harm enemies that pass into their line of sight too.

Oh damn, Metroid. I'm talking about the first one particularly... I don't have the brains to fully explain myself, but basically every enemy in the game has traits that most games would put on traps. Some enemies move in a "thwomp" pattern, but then also swoop sideways at you. Others are living spikes. Others still walking around the small platforms you need to jump onto, knocking the player off if they don't take them out from a distance or time their jump right. This in part is why the game feels so isolated and sinister, the enemies are traps!
14  Developer / Design / Re: What makes a good boss fight? on: February 13, 2012, 06:02:38 AM
Alright, I'll have a go.



How long should a boss fight be?
I think a boss should last at maximum fifteen minutes, but if you happen to know how to beat it, it should take five minutes. What I mean is there shouldn't be any cutscene transformations or, and I hate this, refilling health bars once you think you've beaten the thing. It'd be cool if it transformed in front of you as you played though. After dying to the boss a couple of times, which I think the player should, they will have the knowledge needed to wipe the floor with it.

How hard should be?

Depends on the game, in a 2D platform game without a run and gun play-style? Easy as heck, with the emphasis on platforming past the boss, not beating it up. For a a 3D on rails shooter, they should be very hard, as shooting is pretty much how you interact with the world.

What is every ones view on boss fights, do you hate them or love them?

They're great, just as I've said, only when they're an intense showing of the game's formula.

Put your opinion here!
feel free to write anything related!

What is a man? A miserable little pile of secrets! But enough talk...have at you!
15  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: February 13, 2012, 05:26:54 AM
That looks really good stickadtroja!

Oo oo, you would play as the glowy thing right? Or maybe the moon?...  Grin
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