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1038031 Posts in 41936 Topics- by 33555 Members - Latest Member: BankingTycoon

September 01, 2014, 10:41:21 AM
TIGSource ForumsFeedbackDevLogsFAMAZE
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PsySal
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« Reply #15 on: July 29, 2010, 10:58:14 AM »

Looks like a great concept, I'm excited to see this.
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Loren Schmidt
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« Reply #16 on: July 29, 2010, 11:26:11 AM »



We've got quite quite a few different mazes in the game, each with its own unique appearance and focus. Some of these are more puzzle-like than others. For instance we have one maze which has an abundance of thieves in it, and the challenge is to find a key and make it back to the exit without it being stolen along the way.

Today, what I'm doing is giving some thought to how to link all these levels together. We've begun experimenting with a forking level structure, which will allow us to pick which levels we play on our path through the game. We're also thinking about small tangential secret areas (shortcuts or warp zones come to mind as well). The goal is to make the game a bit mysterious, and create a fair amount of interesting optional content to explore.
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PsySal
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« Reply #17 on: July 29, 2010, 11:30:47 AM »

Are the levels automatically generated ala nethack, or are they being custom made?
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oryx
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« Reply #18 on: July 29, 2010, 02:30:16 PM »

Are the levels automatically generated ala nethack, or are they being custom made?

They are procedurally generated like a roguelike, with parameters that allow us to customize the play experience - types of enemies, number of traps, etc. These are broken into distinct themes as well that allow us to customize the visuals and gameplay experience to match.
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Molten_
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Lost in debug

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« Reply #19 on: July 30, 2010, 12:57:07 AM »

Procedurally generated?? I'm sold.
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oryx
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« Reply #20 on: July 31, 2010, 05:29:30 PM »



We've been working on implementing a treasure system, artifacts for players to find through multiple playthroughs as well an artifact screen where we piece them together. We also spent way too long making an environmental drip effect in the sewer level. Test version should be ready any day now!
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deathtotheweird
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« Reply #21 on: July 31, 2010, 05:37:30 PM »

I think this is the type of game I could get addicted too. Much like my addiction to desktop dungeons. Procedural generation is so awesome when done right.
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MrScruffs
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« Reply #22 on: July 31, 2010, 06:00:48 PM »

Its looking awesome!
I'd love to see where you go with this. Any idea when you'll finish it?
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oryx
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« Reply #23 on: July 31, 2010, 06:42:54 PM »

Its looking awesome!
I'd love to see where you go with this. Any idea when you'll finish it?

Depends on how testing goes, a sideview roguelike presents it's unique challenges. It's completely functional and playable currently, so sooner than later. We just want to react to testing feedback and take a bit of time and do a little bit of polish, including some simple story elements, some meta goals, etc.

Glad you like how it's looking so far, it's been a lot of fun to work on (and working with Sparky is awesome).
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MrScruffs
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« Reply #24 on: July 31, 2010, 07:22:40 PM »

Its looking awesome!
I'd love to see where you go with this. Any idea when you'll finish it?

Depends on how testing goes, a sideview roguelike presents it's unique challenges. It's completely functional and playable currently, so sooner than later. We just want to react to testing feedback and take a bit of time and do a little bit of polish, including some simple story elements, some meta goals, etc.

Glad you like how it's looking so far, it's been a lot of fun to work on (and working with Sparky is awesome).

Bad ass! Count me in on the play testing. Smiley
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Loren Schmidt
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« Reply #25 on: August 01, 2010, 01:55:23 AM »


Today we implemented the first of the class specific abilities. Thieves now have a unique ability to disarm traps. Traps in this game are integrated into light system. They are initially hidden. Light causes the traps to be revealed, but they are still armed in this state. Once a trap has been revealed, however, the thief can use his ability to render them harmless (hence the band-aid in screen shot 2 above). This is a fairly safe operation, though there is a small failure rate.

One other thing worth noting is that disarming a trap will yield useful resources. Teleport traps, for instance, yield a portable teleport item.

I am also pleased to say that we're ready to begin the first round of testing. We currently have a 6 level build ready, with three partially implemented player classes and a decent number of items and enemies. We'd very much appreciate any feedback you folks can offer us at this early stage. Post here if you're interested in helping out. Cheers!
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Loren Schmidt
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« Reply #26 on: August 01, 2010, 02:14:07 AM »

Oryx totally improved the band-aid sprite since I posted Grin.
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oryx
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« Reply #27 on: August 01, 2010, 02:19:16 AM »



 hah! Durr...?
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deathtotheweird
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« Reply #28 on: August 01, 2010, 11:52:58 AM »

Of course I would love to help test it out  Beg
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MaloEspada
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« Reply #29 on: August 01, 2010, 11:54:11 AM »

COUNT ME IN FOR TESTING THIS.
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