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877563 Posts in 32868 Topics- by 24308 Members - Latest Member: raguelep16

May 19, 2013, 08:20:13 PM
TIGSource ForumsDeveloperFeedbackDevLogsSubterrane [formerly Mining Game]
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Author Topic: Subterrane [formerly Mining Game]  (Read 36706 times)
Gainsworthy
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BE ATTITUDE FOR GAINS...

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« Reply #435 on: February 17, 2012, 03:57:24 AM »

So perhaps instead of gold and more gold, you need something way down deep that the player needs to retrieve – and return to the surface with, burdened by its weight and/or size – that spells the difference between winning and losing the level.
Yeah, I really like this idea. It seems like the only way to make the player stick around is to place an incentive further down. Probably an artifact chosen from a select group of artifacts placed in a pregenerated room. I think this would tie together with the cave levels/biomes idea well.

Absoloutely. Folk love surprises, and physical goals. Maybe the artifacts could burden the player with more than just weight, though? Perhaps each could change something fundamental about how the game works? Causing regeneration of soil, or attracting enemies to its location, endlessly pouring out water (does this game do water?). You know, something which forces a shift in play style whilst held - and is simple to implement. Could be fun! The best treasures are always booby trapped - what could be more glorious than a treasure which IS the trap?

Also, gonna second Eigenbom: get your game working before you overhaul the presentation. It worked for Puzzlejuice. Slick art won't make a dull game great - though it will make a solid game shine.


Also, apparently my browser doesn't have the plugin required to play your game? That's a shame, wanted to see where it's at these days. What's this built in?

Keep it up, Ashkin!  Beer!
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Ashkin
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« Reply #436 on: February 17, 2012, 04:12:33 AM »

Absoloutely. Folk love surprises, and physical goals. Maybe the artifacts could burden the player with more than just weight, though? Perhaps each could change something fundamental about how the game works? Causing regeneration of soil, or attracting enemies to its location, endlessly pouring out water (does this game do water?). You know, something which forces a shift in play style whilst held - and is simple to implement. Could be fun! The best treasures are always booby trapped - what could be more glorious than a treasure which IS the trap?

Also, gonna second Eigenbom: get your game working before you overhaul the presentation. It worked for Puzzlejuice. Slick art won't make a dull game great - though it will make a solid game shine.


Also, apparently my browser doesn't have the plugin required to play your game? That's a shame, wanted to see where it's at these days. What's this built in?

Keep it up, Ashkin!  Beer!
Ooooh, I really like the idea of the artifact changing everything. Maybe just do the classic thing where the whole cave system begins to crumble, blocks falling around you as you try to make your way out. I want the player to get OUT after getting the artifact, rather than loitering around. And no, water is not a thing that this game can do. :c
I guess you're right about presentation. Like I usually do with graphics, though, I'll probably work on programming and graphics parallel to each other so that when I get burnt out on one I can switch to the other.
Someone else actually had that plugin problem the other day. I'm not sure what causes it- the whole thing just uses Flixel and I'm sure I haven't added on anything special. Weird.
OMG! I played your game and i have delighted with it!! Awesome! AWESOME!!!
Thank you very much, Winged- your style is inspiring to me.
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Ashkin
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« Reply #437 on: March 04, 2012, 03:02:07 PM »


Tweaked flixel's autotiling so it adds a little variety to the tiles. Barely noticeable but whatever.
Other than that, not much has been happening aside from some tweaking here and there. Movement is a lot slower and heavier now.
Changelog for upcoming update:
Code:
-Added tiles that drop from the ceiling.
-Added earthquake handler + naturally occuring earthquakes.
-Added mining laser.
-Added more prefabs.
-Added vines/rocks/brick variations to prefabs to make them visually interesting.
-Added hanging mushrooms.
-Integrated Mochibot for viewcount stuff.

28.2.12
-Gold now breaks into bits that can be collected.
-Re-added smoke to bullets.

29.2.12
-Tweaked map generation (better surface terrain, ability to generate non-square maps)

2.3.12
-Integrated new graphics

3.3.12
-Tweaked movement
-Tweaked cave-ins

4.3.12
-Added dust
-Tweaked autotiling to allow random tile variations

5.3.12
-Finished new tile graphics (with variations)
I'm having a bit of trouble with textboxes, but I should (hopefully) overcome that soon, or maybe just leave it for later while I work on other stuff.
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Gauss Jordan
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This world!


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« Reply #438 on: March 04, 2012, 03:44:14 PM »

This game is so fun to play on a tablet-pc (aiming and digging with the stylus)! :D Had a blast and can't wait for more content and gameplay!
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Lefty-concepty, righty-pixley, but bothey programmey.
Ashkin
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« Reply #439 on: March 04, 2012, 06:30:29 PM »


The grand chest, for the big artifact at the core of the planet.
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Franklins Ghost
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« Reply #440 on: March 04, 2012, 09:45:18 PM »

Nice chest  Smiley
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BlueSweatshirt
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the void


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« Reply #441 on: March 04, 2012, 09:57:56 PM »

Nice chest  Wink
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John Sandoval
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white mage


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« Reply #442 on: March 04, 2012, 10:04:55 PM »

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BlueSweatshirt
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the void


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« Reply #443 on: March 04, 2012, 10:06:44 PM »

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John Sandoval
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white mage


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« Reply #444 on: March 04, 2012, 11:13:23 PM »

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Franklins Ghost
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« Reply #445 on: March 05, 2012, 05:27:58 AM »


nice work guys, didn't disappoint  Beer!
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ninto
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slowly


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« Reply #446 on: March 05, 2012, 01:12:26 PM »


Very impressive and beautiful, sir!  Kiss
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Ashkin
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« Reply #447 on: March 12, 2012, 10:24:25 PM »

Guess who just fixed a stupid problem they were stuck on for days?
This guy.
Now, to polish up textboxes and release a new demo.
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Ashkin
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« Reply #448 on: March 13, 2012, 12:56:55 AM »


WHICH = BEST?
P.S. THEY ARE FOR A COMMANDER/TEACHER/GUIDE
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eigenbom
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« Reply #449 on: March 13, 2012, 01:00:34 AM »

THE THIRD ONE O_O
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