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878595 Posts in 32929 Topics- by 24337 Members - Latest Member: kellerx25

May 22, 2013, 09:12:49 AM
TIGSource ForumsDeveloperFeedbackDevLogsThe Archer
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Author Topic: The Archer  (Read 154861 times)
st33d
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« Reply #1290 on: February 08, 2012, 11:22:44 AM »

You cannot rush greatness.

(But you can still get out and push.)
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mokesmoe
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« Reply #1291 on: February 08, 2012, 06:36:00 PM »

But I want greatness now!
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Gabriel Verdon
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« Reply #1292 on: February 09, 2012, 02:30:25 AM »

DAY 297 - February 9, 2012

  • Working more on ai directors and defense missions.
  • Enemies can only spawn on off-screen spawn points.
  • Some enemies will target player while others go for defense points.
  • Fixed win conditions so that it's not over until all enemies are defeated.
  • Made enemy spawn rate a sin curve.
  • Bows can now be gotten in chests.



Thanks for the support as always guys. Progress is slow at the moment because the Lumberjack project, which is going great however. It's a little hard to work both, but no matter what happens I'm still committed to finishing this game. Also I think working on smaller projects will only help hone my design skills and make this game better in the end. Plus, if our small projects go well, my collaborator Owen may be able to help on this game as well.
« Last Edit: February 09, 2012, 06:21:10 AM by Gabriel Verdon » Logged

Gabriel Verdon
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« Reply #1293 on: February 10, 2012, 08:03:30 AM »

DAY 298 - February 10, 2012

  • Finished the first in my list of prototype levels (pictured in yesterday's post), started working on one themed around teleport arrows.

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mrekim
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« Reply #1294 on: February 10, 2012, 10:29:52 AM »

<3
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Gabriel Verdon
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« Reply #1295 on: February 11, 2012, 05:21:56 AM »

DAY 299 - February 11, 2012

  • Finished previous teleport-themed level.
  • Jammed out another defense level, themed around bomb arrows.
  • Added text only buttons to the logbook.



This one didn't turn out to be all that fun. The defense points are to far apart, and the ladders make traversing to them annoying because you can't shoot while on a ladder (maybe I should change it so that you only can't shoot while moving on a ladder?). But now I know for the next one.

Starting to get way faster at these. I'm getting a better hang of my own cutscene and mission systems so I don't have to go relearn all the code everytime I want to trigger something.
« Last Edit: February 11, 2012, 07:12:13 AM by Gabriel Verdon » Logged

GCshepard
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« Reply #1296 on: February 11, 2012, 09:40:45 PM »

That one looks like it would be a lot of fun if there wasn't as much walking between the different defense points. I will say that I have bad memories of games where I had to constantly and frantically run between two defense points that were roughly forever away from each other. Other than that it looks great
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SolarLune
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« Reply #1297 on: February 11, 2012, 09:50:14 PM »

That one looks like it would be a lot of fun if there wasn't as much walking between the different defense points. I will say that I have bad memories of games where I had to constantly and frantically run between two defense points that were roughly forever away from each other. Other than that it looks great

Agreed. You already pointed it out, but the points are pretty far apart. Maybe you should drop the two towers on the sides and just focus on the center tower.
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Gabriel Verdon
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« Reply #1298 on: February 12, 2012, 11:24:31 AM »

DAY 300 - February 12, 2012

  • Worked on another prototype level from my list.



@CGshepard, SolarLune
I agree, however I am trying to encourage a little bit of movement, because if all the points can be defended from a single vantage point without moving it's not very exciting or interesting.
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Gabriel Verdon
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« Reply #1299 on: February 13, 2012, 02:00:30 PM »

DAY 301 - February 13, 2012

  • Took a break from prototyping and fleshed out some other areas on the map.

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Manuel Magalhães
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« Reply #1300 on: February 13, 2012, 03:03:09 PM »

Looking better each day.  Hand Thumbs Up Left
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GCshepard
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« Reply #1301 on: February 14, 2012, 05:58:07 PM »

What is this new looking tom-foolery? It looks incredible.
May I ask what you're planning on doing for the ceiling?

About the towers, that is a very interesting dilemma. I feel that the combination of the walking AND the climbing is the problem. The other problem is that they are on a basically linear path. When you get to B right from A and C right from B, it's a pain to have to walk from C through B to get to A. If it was more triangular in design, it would be less annoying. AKA, make a ladder or something between the bottom tower and the top tower above it, or give you access to some form of vertical movement, be it bird or elevator.

That's of course my subjective opinion.
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Gabriel Verdon
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« Reply #1302 on: February 14, 2012, 07:50:52 PM »

DAY 302 - February 14, 2012

  • Tested out the previous tileset in-game.

« Last Edit: February 15, 2012, 05:04:32 PM by Gabriel Verdon » Logged

HyperDuckKev
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« Reply #1303 on: February 15, 2012, 05:11:52 AM »

Looks sweet lad Smiley
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« Reply #1304 on: February 15, 2012, 05:46:42 AM »

Looks sweet lad Smiley

agreeeee!
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