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879967 Posts in 33014 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 11:27:40 AM
TIGSource ForumsDeveloperFeedbackDevLogsThe Archer
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Author Topic: The Archer  (Read 155055 times)
Geeze
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« Reply #1110 on: January 02, 2012, 12:08:28 PM »

Sad
Embarrassed
Shocked
No No NO
WTF
Evil
Kiss
Well, hello there!
 Hand Money Left Gentleman Hand Point Left
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Zack Bell
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« Reply #1111 on: January 02, 2012, 12:14:19 PM »

Very glad that you are continuing this project. Hoping that I have the privilege to test it at some point during production. Good luck!  Coffee
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Gabriel Verdon
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« Reply #1112 on: January 03, 2012, 12:18:14 AM »

DAY 260 - January 3, 2012

  • Got room switching working properly with the new border/entrance objects and doors.
  • Added in the room resource names to the to the "Places" document and mockup so I can make sure they are consistent.
  • Cleaned up some of the scripts and reorganized the resources.
  • Added in placeholder rooms for all the rooms in the main "loop" on the map.
  • Started putting together a snapshot of the world as it is right now.



Here are the debug icons of the room entrance points and room borders. Before I was just making the player switch rooms when he walked off screen, but I like to make things as smooth as possible and it bugged me that the camera would stop at the edge of the room. I can now chain together all the levels as they are on the map, and get a working prototype of the whole game.
« Last Edit: January 03, 2012, 09:00:50 AM by Gabriel Verdon » Logged

Zack Bell
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« Reply #1113 on: January 03, 2012, 12:30:37 AM »

Woah, woah, woah. That sounds neat. So you "see" the next room before you actually hit the border and enter the room?
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Gabriel Verdon
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« Reply #1114 on: January 03, 2012, 12:47:53 AM »

@Zack
No, not really. Although, now that you mention it, I could manually add in some tiles from the next room's tileset to make it seem that way. I just mean that when you pass the border object, it will fade out, load up the next room, then fade in again.

Before, the camera would come to a full stop at the edge of the room, and you would have to walk to the edge of the monitor, if you know what I mean. Now you are always in the center of the screen.

Now that I think about it, I don't think it's all that important for most games. I just want to make the world feel seamless.
« Last Edit: January 03, 2012, 12:53:57 AM by Gabriel Verdon » Logged

Andy Wolff
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« Reply #1115 on: January 03, 2012, 12:52:40 AM »

Having it fade out sounds like a good plan. Spending too much time duplicating room edges doesn't sound like very much fun, though

I once tried to make a game which loaded all the objects and tiles from the nearest adjacent room(s) on the fly, and it was rather a big mess. Settling for fadeouts would have been a better choice for me there

Good luck assembling the prototype. That's a big moment for any project
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Swattkidd
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« Reply #1116 on: January 03, 2012, 01:22:07 AM »

he got 73 pages of support and leaves with a "putting the game on hiatus for now" thats pretty cool lol
Hey kid. Half of that 73 pages is him being dedicated and writing posts on his progress every day. And if you have that dedication, you deserve mountains of praise for that alone. Don't knock someone's dedication when you yourself have none to show.
A-fucking-men to that.  It takes some serious determination to get to where Gabe did, and you all have to keep in mind that life can take precedence over games sometimes.  It was an excellent-looking project, to be sure, but its cancellation shouldn't mean the end of the world.

I didnt say anything against the guy or that he is obligated to focus on this project. I was just saying that he had a 73 page thread and then with one sentence he was gone, I didnt even say he was wrong for that just thought it was funny/odd. But anyways, glad this project is back up, good luck!
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Zack Bell
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« Reply #1117 on: January 03, 2012, 01:27:45 AM »

@Zack

Before, the camera would come to a full stop at the edge of the room, and you would have to walk to the edge of the monitor, if you know what I mean. Now you are always in the center of the screen.


Oh, gotcha. That's still cool, I just misunderstood.  Gentleman
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tchassin
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« Reply #1118 on: January 03, 2012, 05:05:56 PM »

Holy bananas ! I just knew this could not end like that. You guy seriously rock, and so does your new website !
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Gabriel Verdon
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« Reply #1119 on: January 04, 2012, 09:37:19 AM »

DAY 261 - January 4, 2012

  • Did terrain sketches of the rooms in the main loop.
  • Blocked out terrain on a couple rooms.
  • Added a bunch of signs indicating neighbouring rooms.



Super exciting.
« Last Edit: January 05, 2012, 08:43:40 AM by Gabriel Verdon » Logged

sugarbeard
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« Reply #1120 on: January 04, 2012, 12:05:10 PM »

Sweet wood buddy.  Well, hello there!
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Bones
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« Reply #1121 on: January 04, 2012, 03:06:22 PM »

Gabriel took an arrow to the knee and patellar reflex kicked this project right in the mouth.
Good show ol' chap jolly good looking website. Gentleman
« Last Edit: January 04, 2012, 05:17:56 PM by Bones » Logged

Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



Gabriel Verdon
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« Reply #1122 on: January 05, 2012, 08:43:28 AM »

DAY 262 - January 5, 2012

  • Blocked out some more interesting terrain shapes.
  • Did a bunch of inspiration mining from my reference folders and the internet.
  • Mocked up an idea of a 'traveling caravan' that I want to implement later on.
  • Quick mockup of an 'abandoned watchtower' type area.



Spent a lot of time working on a contract that I'm behind schedule on, and also met with some guys from a local mobile game company about part-time/freelance work. But not to worry, it won't interfere with #TheArcher dev in the slightest. In fact I find contract work usually gets me pumped up to work on my own projects even more.





I would love to hear your thoughts on the caravan idea! I kind of like the tortoise more than the elk pulling it, mainly because I think it has a more balanced shape overall (it also makes it more charming). It would take a lot of work but I thought it would be neat if the caravan actually traveled from city to city, like the ones in Fallout (3).



Trying out some more abstract backgrounds, and giving myself a visual guide for each area before I start seriously designing it. Hmm. I guess the lit torches indicate it's not really abandoned. Maybe some mysterious squatters?
« Last Edit: January 06, 2012, 04:48:14 AM by Gabriel Verdon » Logged

Zack Bell
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« Reply #1123 on: January 05, 2012, 09:49:51 AM »

I like the terrain shapes. Can the archer walk on irregular slopes? Or will an area like that require excessive jumping?

(assuming that you meant for this to be walkable terrain and not background stuff)
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86kilobyte
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« Reply #1124 on: January 05, 2012, 11:28:50 AM »

It's great to see you back on the project!
A lot of potential here, but i guess you already know that.  Wink
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My Indie-Game-Development-Blog...
http://www.86kilobyte.com/
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