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879510 Posts in 32984 Topics- by 24367 Members - Latest Member: bastion_music

May 24, 2013, 08:31:22 AM
TIGSource ForumsDeveloperFeedbackDevLogsRunners Grinders [Zelda-like E-coach]
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Author Topic: Runners Grinders [Zelda-like E-coach]  (Read 6431 times)
Gauss Jordan
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« Reply #30 on: March 02, 2012, 02:46:18 PM »

Ui and basic gameplay is shaping up!

The radial item menu is designed to be as quick as possible to use. Touch the corner and the menu will pop up to the shown size. Keep your finger at the screen and move around to scroll in the list. Release your finger to use or equip item. It works really smoothly :D

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Ashkin
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« Reply #31 on: March 02, 2012, 03:10:49 PM »

Mmmm, lovely pixel work as always.
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Gauss Jordan
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« Reply #32 on: March 17, 2012, 06:10:47 AM »



This is footage from the first dungeon, "Frostburn Temple".
It will appear within a radius of 500 metres from where you created the game.

Don't mind those wooden creatures. They just want to soak in the lava or whatever Tongue
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Gauss Jordan
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« Reply #33 on: March 20, 2012, 11:45:42 AM »



Fighting system starting to take shape.

The enemies are designed to be very responsive and blocks your attack if they are prepared. Even though I have "grinders" in the name, I want to move away from a grinding and button-mashing kind of battle system, instead making every enemy into a tiny puzzle.

Of course there will be grinding, but that comes with the running part Wink Exercising is a hell of a grinding Durr...?
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Gauss Jordan
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« Reply #34 on: March 27, 2012, 02:16:37 PM »

Good people of TIGsource!

I have good news and very sad news...

----Warning, major rant!-----
First off, the bad news - One of the team members decided to leave the project. It hurts me pretty badly, and it leaves me so frustrated of the overall history of the team. I've been putting a lot of effort getting the team to work and given them warning several times. Each time I've gotten royal promises and just the bit of work to persuade me, but in the end it's more like they have held those team positions in hostage. I'm sure they did not mean to hurt me but I've not had it easy and feel cheap-tricked and held back. Sad

So, when it looked like we had a final chance to make things work (taking a university course with the game as project) for the following period, one of the team members just blatantly decided to leave. This together with the fact that the third team member refuses to work in all but his own codespace, which means he have only been working on the level editor :/ Gawd, you have no idea how much I long for working with competent, inspiring and hardworking people.

I want you all to know that I alone have made most of the work. I have made all graphics so far, all publicity and the website (not so much effort put there though), all game design AND most of the code. I was questioning whether or not I could make this on my own, but judging by how much work I've done I'm pretty confident I can make this on my own. But I have to sacrifice a lot of the content that I wanted finished for the milestone and competition. Instead, I'll put all my effort on the code. This is a bit sad, but it's what I have to do.

Trying to keep up the pace I've been sacrificing more and more of my time. It's incredible though, I feel stronger and more motivated than ever and I can work all my wake time without growing tired at all Smiley The motivation I feel for this game is huge, and I will do everything in my power to keep it floating. I don't know how long I can manage to do that though, so any support is welcome. Especially hugs Smiley

 Toast LeftOh well, sorry for that rant. Now for the jolly good parts! Toast Right



The in-game mode is now connected with the worldmap. This means that you can now place a location in the worldmap, go to the real-world position it represent and get that visit stored in the event-log shown above. You can scroll through this list and may play through the event lying first in the queue. Doing this takes you to the in-game mode featuring the battles, puzzles and NPC dialogs Smiley

Next thing to work on is making locations actually appear on the worldmap on their own. Also, they should be relevant to your current progress in the game.

I've also been working on a little tileset for the very first place in the game - the crashsite of your expeditions airship.



I SO want to make a gameplay video now. Making a video that could represent a game such as this requires a bit more effort though Wink I'm sure I can work something out though.
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« Reply #35 on: March 27, 2012, 10:09:15 PM »

Sucks about all the drama you've been having but the game is coming along great and nice to hear that you're feeling more motivated with it.
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« Reply #36 on: March 28, 2012, 06:00:32 AM »

Aw, sucks to hear that. If only we could create clones of ourselves, so we had reliable people with the same motivation to work with Tongue
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Gauss Jordan
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« Reply #37 on: March 31, 2012, 03:03:21 PM »

Thanks guys! Your comments really helps me get through the day Smiley

You know how I've been working on everything in this game? I've actually been doing even more.
The game itself is taking shape but what's really starting to take shape though is the collectors edition I'm planning for Runners Grinders. It will feature a utility belt that will make you look really cool while running out on quests!

I've already done the CAD-design for all parts and send them to a production-company. I'm just waiting for response from the manufacturers of the flashlight, mana-potions etc.



Head on to www.runnersgrinders.net/blog/ to fetch your preorder of the collectors-edition!
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« Reply #38 on: April 02, 2012, 04:47:44 PM »

Super funny! you had me for a second. Well anyway I am totally the kind of guy that would rock that stuff lol.
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Gauss Jordan
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« Reply #39 on: May 15, 2012, 06:27:23 PM »

So I've been awfully quiet for some time now. It's kinda awkward that the last you heard of me was an April fools joke Giggle

Very much has happened. I'll probably have to pause and continue the story tomorrow.

Week 1-2:
As I suspected, the second team member dropped out shortly after the first one did. This meant that I had to make the level editor too.
At this point I started working 12 hours each day, and I've kept that routine quite stubbornly. Some of the days I've simply not had the energy to work fully effectively, but that's inevitable.

The code produced by the previous team-member was in a horrible and nightmarish state so there was no way I would continue on that code. I rewrote the editor almost from scratch, and had the same functionality after a week. After two weeks the editor was mostly finished with a system to add entities and change settings on them.

During this time I also got in touch with Judah Roydes who is now making the music. I'm really grateful that he kept working with me even if the game got into this unstable situation Smiley

Week 3:
  • Made a cutscene system and an interface for it in the editor.
  • Added three levels of persistence for entities - Room, location and world
  • Added an enemy called "Cube Oh Face", an icecube which actually cannot move on it's own

Week 4:
  • Hookshot for Archank
  • Projectiles
  • Manabar
  • Door which is opened by sacrificing mana
  • Recharging mana by moving IRL!
  • Fixed horrible horrible bugs!




More screenshots and changelogs coming up tomorrow. Now I must sleep!
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« Reply #40 on: May 15, 2012, 06:44:39 PM »

God damnit, why do I have to have an older phone without fancy apps?
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« Reply #41 on: May 15, 2012, 07:15:39 PM »

Looks fun. Hopefully it'll get me doing some cardio...
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Gauss Jordan
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« Reply #42 on: May 16, 2012, 08:20:35 AM »

Ok, the rest of the update:

Week 5:
  • Continued on enemy behavior
  • Added "Gustface" a stone statue that can propell the icecubes with a gust
  • Animated boss
  • Added chest
  • Elaborated the event log. It now zooms to the location you entered

Week 6:
  • Filtering algorithms for GPS-coordinates
  • Multiplyers for mana regeneration. 2x for 11 km/h, 3x for 21 km/h and 4x for 28 km/h
  • Character selection screen
  • Light ray in which you can switch characters
  • Special ability for Hjalte: Invulnerability for 5 seconds and boosted movespeed
  • Global variables and general trigger entities for scripted events

This "Key-demon" is a reappearing mini-boss. To defeat them you need to fetch the small keys attached to them. With the keys you can open a number of lockers containing the demon's mortality-orbs.






Switching character! Here are all four characters visible  here. They have yet to be implemented in the game though.




Next up, I'll finish the boss and then start to work on some actual level design with the amazing editor I put so much effort to Wink
Also, cutscenes and intro sequence.
Also, stuff.
...
Also, face.
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Gauss Jordan
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« Reply #43 on: May 18, 2012, 04:35:52 PM »

The feeling of finally getting to use a tool that you've developed and put much effort into  Hand PencilTears of Joy ( <- Thats me making levels with a tablet )
Level design is so much fun!

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Gauss Jordan
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« Reply #44 on: May 21, 2012, 09:46:43 AM »

Cutscenes!

Man, this would've been faster to progress on if there weren't so many hidden bugs and small features that needed to be fixed. Most of it is cleared now so I'm making progress on the story and level design very fast now :D

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