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TIGSource ForumsCommunityDevLogsThe Walled Garden (Inspired by SMB, N+ and Metroid)
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Author Topic: The Walled Garden (Inspired by SMB, N+ and Metroid)  (Read 143104 times)
QOG
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« Reply #480 on: November 20, 2014, 05:09:10 PM »

Looking nice as usual. I like the way you can use the fists to jump higher. I think the effect of the player landing should be different though--right now it seems like tapping them reminds them that gravity exists. Having them explode or somesuch might work better, as well as explain why the propel the player upward.
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« Reply #481 on: June 27, 2015, 09:40:31 PM »



Sorry about the lack of updates lately. I became homeless shortly after December and have been working towards stability before I could begin my creative process over again. I have been well since February and am getting back into my usual self.

I'm here to announce that I have made a dedication to work on the Walled Garden every Wednesday.
So expect to see some more updates. I need to re-implement a few of the rooster behaviors I had added and get the fists and buttons working again to get caught back up from a fallback I had with a corrupted HD.


My biggest struggle has been creating the first chapter.
I haven't been able to decide if AIR should be the first realm the player visits.
It seems like a very difficult realm to start off with level design wise. Pitfalls seem too punishing to a new player.

The idea is very megaman/metroidvaniaesque...
You get an item from the AIR realm, is needed for WATER realm, WATER realm item is needed for FIRE realm and FIRE realm item is needed in EARTH realm.

I've been trying to rack my head around any other possibilities - But they just don't play out as nicely.
Fire and Water are pretty hostile realms, Air is only difficult because of precision platforming.
Earth kind of captures all of the other three elements.

So are there any good ways to have AIR not be based around bottomless levels?
Level design has never been my strong point thus the slow development at this last 40% of game design.

I also feel like I've moved away from the gun so much and need to bring it's "importance" back into the game.
Going to make a lot more enemies become afraid when the gun is fired, might implement mario spawning from outside of camera view as well to certain creatures.
« Last Edit: June 27, 2015, 09:51:37 PM by Bones » Logged

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« Reply #482 on: June 28, 2015, 12:57:38 AM »

Sorry to hear about your personal situation, hope things get better for you soon!
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« Reply #483 on: July 03, 2015, 09:44:24 PM »

Yeah, I was hoping that you continue with this project!  Hand Thumbs Up Right  Focusing on stability is a good thing - ideally, you start that process when all features are implemented and after that you do the level design. Well... eh, yes, in an ideal game dev process...  Roll Eyes
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« Reply #484 on: July 14, 2015, 08:08:34 AM »


Worked a bit more on the aesthetic of the first mini bosses, your own heart.


Four air levels are complete for the most part now.

Level 1 - Newton's Tree
Focuses on Sir Isaac Newton's Third Law.
Quote
For every action, there is an equal and opposite reaction.

The level includes the following things
- Clouds disappear when being stepped on
- Bubbles pop when jumped on and give the player lift
- Jumping on enemies heads gives the player lift
- Bouncy blocks that are basically indestructible bubbles
- A unique object that presents a choice of action



Level 2 - Helping Hands
This level adds a bit of precision to the players platforming. The main focus of this level is teaching the player how the Helping Hands work.

The level includes the following things
- Helping hands are grab-able objects that the player can grab onto
- Reiterations of the last two objects Clouds and Bubbles with a bit more difficulty



Level 3 - 3 of Swords
This is the first air level where the player is in danger and contains a miniboss.


Level 4 - Hermit's Repose
This level is a level of in-action. It attempts to make the player sit down in-game and meditate.
In an attempt to not reveal too much to the player I wanted to avoid teaching them they could meditate, but the Four of Swords is a tarot card of inner reflection and taking a break. So this seemed like the most suitable level to teach that aspect of the game.


Level 5 is still in production, it's theme is relativity.
Which has been a difficult level for me to try and create.
I thought about creating a bird that turns into a fish when it goes into water to reference MC. Escher, or I could create some melting clocks for Dali.
Any ideas?



The Five of Swords sees you engaging in conflict, so perhaps a scrolling level may be suitable?

« Last Edit: July 14, 2015, 12:21:14 PM by Bones » Logged

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« Reply #485 on: July 15, 2015, 09:44:08 PM »

With this week's Walled Garden Wednesday coming to an end time to make another update.

Level 5 - Relativity

The level includes the following things
- Scrolling Camera
- Magic Rainbow Bridge


The scrolling camera was having difficulties when the player died and resetting.
Managed to get it so the scrolling will start at the checkpoint if they player dies afterwards.

Hopefully I can keep up this momentum and polish off the Air realm by the end of the week.
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« Reply #486 on: July 20, 2015, 04:39:36 PM »

Level 5 is now mostly complete, just have to add the finishing touches and tweaks to it.
Got the scrolling camera working perfectly, although have yet to add player death when off screen.
« Last Edit: July 26, 2015, 10:13:48 AM by Bones » Logged

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« Reply #487 on: July 26, 2015, 09:49:17 AM »

The 6 of Swords is about taking a trip and experiencing a change of scene. As well as reflecting and recovering from depression - feeling hope again.

I'm thinking a rowing level with Sylphs that can blow the boat backwards.


Will probably have to animate a custom sprite for the player while on this boat.
The idea is that the player wont be able to jump out but will instead row with an oar against the wind.


The colours of the gif appear to be weird but it shows enough of the idea to get the point across.
« Last Edit: July 26, 2015, 10:14:19 AM by Bones » Logged

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« Reply #488 on: July 28, 2015, 10:41:49 AM »



Working on a Tornado object for the next level.
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« Reply #489 on: July 29, 2015, 02:51:42 PM »


Tornado now follows closest butterfly, and vice versa the butterflies will follow nearest tornado.
I've given the butterfly random movement so it will now fly in all directions at random.
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« Reply #490 on: July 30, 2015, 03:57:09 PM »

ChaOSMOSe
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« Reply #491 on: July 30, 2015, 06:41:15 PM »

You should really just work on a new game.
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« Reply #492 on: July 30, 2015, 06:58:19 PM »

Is this the final look of this game? I'm not sure if I'm the only one who feels this way, but the art direction does not seem coherent at all. Many assets are single colored or cel-shaded and simple, while other sprites are intricate and shaded with a nice gradient. The gameplay mechanics seem solid, but the visuals are simply unpleasant to look at right now.
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« Reply #493 on: July 31, 2015, 10:53:43 PM »

You should really just work on a new game.

Thanks for the constructive criticism.
I'll take it to the bank.  Gentleman Hand Money Right

Is this the final look of this game? I'm not sure if I'm the only one who feels this way, but the art direction does not seem coherent at all. Many assets are single colored or cel-shaded and simple, while other sprites are intricate and shaded with a nice gradient. The gameplay mechanics seem solid, but the visuals are simply unpleasant to look at right now.

Much of the art is work in progress or place holder, it gets the job done so I can move forward.
Need to continue to focus on the levels and the rest will come in time.
It's tough to keep coherence of style when you've developed this long - Eventually it will all get a visual overhaul at my own pace.

Remember people - I'm first and foremost making this game so that I can enjoy it while learning game design as a whole.
If other people can play it and enjoy it, that's cool too.
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« Reply #494 on: July 31, 2015, 10:56:30 PM »

I like it Smiley
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« Reply #495 on: July 31, 2015, 11:25:12 PM »

Thanks for some positivity happymonster, here is a sprite dump.

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« Reply #496 on: July 31, 2015, 11:44:53 PM »

Nice!
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« Reply #497 on: August 01, 2015, 01:59:03 AM »

Sprites are looking great and liking the variety in design.
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« Reply #498 on: August 01, 2015, 11:44:41 AM »


Going to try and get the gryphon to take flight today.


(colours are screwy again don't know why)
Flappy bird!

There are now 3 mounts in game
- Cockatrice (Double-Jump)
- Swordfish (Water based)
- Gryphon (Flying)

Each one could allow you to get to particular areas of each level.
Currently wondering if while grabbing onto something. If the mount should be released, or you just don't grab it while mounted.
« Last Edit: August 01, 2015, 12:25:58 PM by Bones » Logged

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« Reply #499 on: August 05, 2015, 01:27:51 PM »


I wasn't kidding about a FlappyGryphon level.

However the player is limber enough to actually do this level without a Gryphon.
I'm thinking that hitting the roof or a wall would be bad, but the gryphon could totally land on the ground.

« Last Edit: August 05, 2015, 03:46:38 PM by Bones » Logged

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