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891171 Posts in 33526 Topics- by 24767 Members - Latest Member: Stome

June 19, 2013, 05:12:47 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsVGNGMy First Skydiving Academy(FINISHED)
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Author Topic: My First Skydiving Academy(FINISHED)  (Read 49762 times)
shinygerbil
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« Reply #15 on: March 07, 2008, 05:51:15 AM »

That is fucking beautiful. Kiss

(am I sick too?)
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olücĉbelel
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« Reply #16 on: March 07, 2008, 07:14:47 AM »

Thanks for the good stuff!

Ok now, anyone have any solid ideas how to expand the difficulty/longevity?  I don't really want to turn this into weaving through almost impossible bends etc, as that might get frustrating, but who knows, feedback DEFINITELY welcomed.  Ive got 3 themed stages, and I sort of wanted to work the features into them so it was less of a afterthought.

Ok so theres the snow level, first thing i thought, was a fucking avalanche would rock, so ill try to add it, this would make it the hardest of the 3 levels, the music for this level is the danger zone.

second is the tropical stage, will be themed to "playing with the boys", again from topgun, hooooopppppefully, if i can pull it off, id like to do sort of vines, maybe rope bridges that you can crash into if you choose the wrong path, I thought volcanoes would be cool also, but I cant think of a really effective way to implement that one.

Last is the stage you saw, desert, which is the easiest difficulty, with very little in the way of obstacles, i was thinking about adding some ragdoll birds that you can sort of plow into, that would be a laugh.  This level will have "mighty wings"playing.

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« Last Edit: March 07, 2008, 07:16:27 AM by Farmergnome » Logged

shinygerbil
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« Reply #17 on: March 07, 2008, 07:18:44 AM »

Ragdoll birds would be awesome. :D

I dunno about anything else. Maybe like...little sets of flags, like you get in skiing or something, which you don't *have* to do but you get extra points for?
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olücĉbelel
deadeye
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« Reply #18 on: March 07, 2008, 08:48:01 AM »

Perhaps a small altitude meter on the side that you have to keep track of in order to deploy a parachute towards the end of the level.  Deploying too early would cause your points to tick away to nothing, plus maybe your chute could tear off on obstacles so you'd plummet the rest of the way with no chance of finishing gracefully.  Pulling it too late would result in smacking the ground too hard, but a graceful landing would result in some sort of bonus.

There definitely should not be some kind of alert when to pull your chute, though.  It should be something the player has to keep an eye on himself.

I agree with shinygerbil, too.  Some sort of flags to navigate through, or maybe collectibles would be good.  Like milk bottles or something.
« Last Edit: March 07, 2008, 08:49:32 AM by deadeye » Logged

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Farmergnome
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« Reply #19 on: March 07, 2008, 08:59:09 AM »

good idea on the altitude meter man, ima add it see how it plays, I might throw some "Gates" in though im skeptical, it crossed my mind before when i wanted to stear clear of turning it into a skiing game, thanks for the ideas reguardless guys  Grin

How bout collecting childrens panadol?

Too much?
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deadeye
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« Reply #20 on: March 07, 2008, 09:04:01 AM »

How bout collecting childrens panadol?

Too much?

While funny, yeah I think that might be too much.  I'd go with something more easily recognizable as baby paraphernalia.
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TooMuchSpareTime
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« Reply #21 on: March 07, 2008, 03:19:57 PM »

For extra "sickness", you could have screaming mothers on the cliff face desperately trying to catch their babies... Grin If you hit one of them at a speed where they can catch you without dropping you, it's instant Game Over.

I mean, why not? You're already going to Hell, so to speak... Might as well do it properly! :D
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Radnom
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« Reply #22 on: March 07, 2008, 06:18:52 PM »

hahah this is fucking incredible. I can't wait.
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Farmergnome
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« Reply #23 on: March 07, 2008, 09:32:34 PM »

For extra "sickness", you could have screaming mothers on the cliff face desperately trying to catch their babies... Grin If you hit one of them at a speed where they can catch you without dropping you, it's instant Game Over.

I mean, why not? You're already going to Hell, so to speak... Might as well do it properly! :D

You are a sick man, lol.  Great ideas, implemented tree ragdolly/dodgy physics effects for the forest stage last night, its equally amusing, I realy like the idea of collectables, so ill probably try and cram something like that in too if i get the time.
« Last Edit: March 07, 2008, 09:41:11 PM by Farmergnome » Logged

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« Reply #24 on: March 08, 2008, 12:47:44 AM »

How about this:

Before the baby is tossed, its chute is tossed ahead of it.

The game then becomes a race to catch the chute in time to deploy it safely. The player has to balance going for speed (to catch up to the chute) with keeping the baby alive (ie. not turning it into baby coloured jam on the cliff).

There are lots of ways this could be made more complex, but it seems like a pretty solid mechanic to me.

PS. Your game is sick.
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TooMuchSpareTime
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« Reply #25 on: March 08, 2008, 05:31:24 AM »

If you have time, maybe have a two-player mode, where the babies can bounce off each other and knock each other into the cliff faces.
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cactus
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« Reply #26 on: March 08, 2008, 06:14:01 AM »

I wasn't expecting it to look that good, but the silhouette style is spot on, and the game seems polished already. This is gonna be tough to beat Smiley
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Farmergnome
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« Reply #27 on: March 09, 2008, 01:00:22 AM »

Dont sweat it man, i got a job now so I wont have much time to finish, that and im leaving on the 19th (or 20th in usa?) to go white water rafting, because im hardcore Cool.

So lets hope I get this P.O.S finished in time, by the 20th lets hope, jesus thats like 10 days or something.
« Last Edit: March 09, 2008, 01:05:33 AM by Farmergnome » Logged

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« Reply #28 on: March 09, 2008, 07:46:24 AM »

Wow, this is excellent! Love the style and ragdoll physics.
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Farmergnome
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« Reply #29 on: March 10, 2008, 11:08:54 PM »

Ok vid 2:

http://www.youtube.com/watch?v=UPi-lg13O70

UI still needs loads of work, lots of little tweaks are needed on the enemies also, they sort of rebound kinda odd atm, I was going to keep this all till the end, but meh, just want some feedback, the usual.
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