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1075755 Posts in 44140 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:37:18 PM
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481  Feedback / DevLogs / Re: Painters Guild on: June 30, 2013, 07:53:15 AM
Thanks guys!

Merging juice. I still have no idea if this is a good mechanic. Probably not.

482  Feedback / DevLogs / Re: Huenison on: June 30, 2013, 07:34:26 AM
Huenison sounds like a joke brazilian name. Huahue, you know?
483  Feedback / DevLogs / Re: Painters Guild on: June 29, 2013, 08:32:25 PM
Thanks!

Icons instead of blue circles.

484  Feedback / DevLogs / Re: Painters Guild on: June 29, 2013, 08:07:24 PM
Thanks guys.

I'll try my best to procedurally generate the paintings, I think it will be fun to do that.

Now instead of progress circles getting removed they merge into a bigger circle that is worth more for progress and painting quality.

485  Feedback / DevLogs / Re: Painters Guild on: June 29, 2013, 02:56:11 PM
Made a collision map so you can't stack artists or put them on top of paintings.

486  Feedback / DevLogs / Re: Painters Guild on: June 29, 2013, 10:43:12 AM
It looks awesome!
Will be tracking this one for sure.

Thanks!

Switching artists around can have a huge impact. It can go from "never combo" to "always 2 combos" right away. In one hand, I like how this can reflect "this guy works better next to that guy", but on the other hand, it's not very intuitive, and requires trial and error instead of being evident.

487  Feedback / DevLogs / Re: Painters Guild on: June 29, 2013, 10:16:16 AM
Trying out varying progress circle speeds. This makes for a complex and hard to predict system. Artists with extreme speed differences are likely to combo more, as the fast circles "pick up" the slow circles on their way. 2 fast artists are likely to never combo. I'm finding it hard to understand how to balance this.

488  Feedback / DevLogs / Re: Painters Guild on: June 29, 2013, 09:55:13 AM


Testing combos in the case of varying artist progress rates (faster and slower artists). It looks a bit messy and might not work well.
489  Feedback / DevLogs / Re: Painters Guild on: June 29, 2013, 09:32:46 AM
Working on combos, if the icon is the same, they will be removed and the painting will get a bonus (sort of like in match-3 games).

490  Feedback / DevLogs / Re: SpookyQuest on: June 29, 2013, 08:54:51 AM
>balls.gif
Everything went better than expected.
491  Feedback / DevLogs / Re: Painters Guild on: June 29, 2013, 08:53:09 AM
Painters Guild: several artists working on the same painting. Now to make them combo.

492  Feedback / DevLogs / Re: Painters Guild on: June 28, 2013, 07:34:44 PM
Big paintings now display that way.

493  Feedback / DevLogs / Re: Painters Guild on: June 28, 2013, 07:10:16 PM
there are also potential readability problems that would have to be sorted out. just go with zelda style mixed perspectives.

anyway, looks good, will be watching.

Yep. I'm glad I decided to stick with normal tiles, this is complicated enough. It's funny you mentioned Zelda, I had just added some Link to the Past and Minish Cap indoors screenshots to my references folder for this project. Thanks!

Now supporting multiple sized paintings (1x1, 1x2, 3x4...). Need to make them look that way now.

494  Feedback / DevLogs / Re: Painters Guild on: June 28, 2013, 02:37:40 PM
Progress: An artist painting.

495  Feedback / DevLogs / Re: Painters Guild on: June 28, 2013, 10:32:35 AM
Trying out isometric tiles.



I agree iso has a lot more potential to look good, but it brings more problems to my poor coding skills and makes the art take more time. I would certainly go for iso if I wasn't a solo dev, but I gotta consider my limitations.
496  Feedback / DevLogs / Re: Even the Ocean on: June 28, 2013, 07:43:27 AM
All aboard the Young train, please enter through the left nostril.
497  Feedback / DevLogs / Re: Painters Guild on: June 27, 2013, 05:17:18 PM
hooray! looking forward to it.

Thank you!

I have figured out the gameplay. It will be like tetris mixed with match-3 except completely different. That is the core mechanic, making paintings. Player interaction will be moving these artists around the screen to make them paint, study, rest, mix paints and stuff.
498  Feedback / DevLogs / Re: Painters Guild on: June 27, 2013, 04:19:34 PM
posting for tracking  Blink u Blink  Hand Thumbs Up Right

Woah! Cool!

That's cool. How will you handle drawing the paintings themselves?

Not sure yet! For their visual look I'm thinking of randomizing them somehow. As for the gameplay, you just drag the artists in front of the canvas and they paint it.



Original first post:

Mockup:



Prototype:

Grid, character movement by dragging and grid snapping:


Replaced prototype graphics with mockup ones:
499  Feedback / DevLogs / Painters Guild [Greenlit!] on: June 27, 2013, 04:09:50 PM

Painters Guild is a simulation game about managing a guild of painters: hire artists, teach them, make paintings, sell them, buy furniture, get bored.



Promotional art.

It is being made by me in Flash, my friend Morvan will make the music like in all my games (even though he doesn't know yet).

In-game gif:



Milestones:

0% - Mechanics and art direction development.
10% - Prototype (sell paintings, other painting mechanics).
20% - Commissions and painting requests.

30% - Artists mechanics (hiring, stats, appearance...)
40% - Guild mechanics (place furniture and other objects).
50% - Connecting Commission and Guild to the Artists mechanics.
60% - Painting visuals.
70% - In-game finances and balance.
80% - Animations, juice and UI.
90% - Menus, guild creation screen and options.
100% - Sounds, music and final playtesting.[/color]

Gameplay soon™.
500  Feedback / Finished / Re: Anodyne - iOS version out 6/27, Thu on: June 26, 2013, 07:16:49 PM
Congrats, why are you sad?
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