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878790 Posts in 32936 Topics- by 24347 Members - Latest Member: harry)))

May 22, 2013, 04:33:52 PM
TIGSource ForumsDeveloperFeedbackDevLogsBirdyWorld again
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Author Topic: BirdyWorld again  (Read 7217 times)
Droqen
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« Reply #15 on: September 30, 2011, 11:10:32 PM »

FOLLOWIN'

It was really cool the first time around, though I never got to build much. It was fascinating wandering out to the edges of the world, where things were deserty and... well, neglected.

Whole thing is cool o.o

Can maps be edited once they're committed and finished? Can they be edited by anyone but the original creator?
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Rakugaki-Otoko
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« Reply #16 on: October 01, 2011, 12:25:33 AM »

Looks good! I love how it looks so far.
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Inanimate
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« Reply #17 on: October 01, 2011, 08:59:30 AM »

Perhaps not having sync'd enemies could actually be interesting. Your pal will yell at you to set down traps or something to kill enemies you can't see, for instance!
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Dugan
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« Reply #18 on: October 02, 2011, 08:08:22 AM »

this is looking great
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Fifth
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« Reply #19 on: October 08, 2011, 03:29:36 PM »



Editor's coming along!  Hopefully I'll be able to move onto other parts of the game soon.
Incidentally, I think I might need a couple testers to try out just the editor, for the sake of usability.

Can maps be edited once they're committed and finished? Can they be edited by anyone but the original creator?

There might be a brief editing period, in case the author feels he messed up on something.
I'm also going in include in-editor testing, though, so hopefully mistakes won't be too much of an issue.  I don't intend that others would be able to edit the page, though.

Perhaps not having sync'd enemies could actually be interesting. Your pal will yell at you to set down traps or something to kill enemies you can't see, for instance!

Heheh, I remember an old Click game that did something like that.  It was bizarre seeing other people running around fighting figments of their imaginations...
Well, we'll see what happens.
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Ashkin
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« Reply #20 on: October 08, 2011, 04:10:09 PM »

I think I might need a couple testers to try out just the editor, for the sake of usability.
I CALL DIBS.
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Mr. LL
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« Reply #21 on: October 09, 2011, 05:26:38 PM »

I'd be willing to do testing if it is needed.

Is there an idea as to how many different items and bosses (if that's to be a thing)we will have? I remember designing some parts of a dungeon around having an item from a previous dungeon in the original Birdy World (said item being the item that let you swim) and having fun with that so yeah. I figure you'd add more boss variety. Maybe it could vary depending on dungeon location? Which brings up another question, will there be a way to implement dungeon puzzles and different dungeon themes according to where the dungeon is placed? (Like a dungeon placed in water may be water themed, while a dungeon placed in a mountainous area may be fire/lava themed or mine-themed. Something like that.)
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« Reply #22 on: October 09, 2011, 06:45:22 PM »

This sounds so frickin sweet, I'm keeping a close eye on this thread. Also, the graphics looks super, I love the unorthodox color palette you're using!
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Fifth
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« Reply #23 on: October 10, 2011, 05:57:10 PM »

Alright, thanks Ashkin and Mr. LL!
I know it's only the screen editor at this point, but it's a pretty central part of the game, and I really want to make sure it's intuitive enough to use.  Especially with height as part of it now.
Anyway, I should have all of the elements into the editor shortly, and then I'll shoot you two over a quick build.

This sounds so frickin sweet, I'm keeping a close eye on this thread. Also, the graphics looks super, I love the unorthodox color palette you're using!
Heh, thanks!
I'm actually using a palette I made that includes a bunch of unusual color gradients, just to try to break myself out of dependency on some of the more "safe" colors I would otherwise choose.  I'm still not very good at it, though.

Is there an idea as to how many different items and bosses (if that's to be a thing)we will have? I remember designing some parts of a dungeon around having an item from a previous dungeon in the original Birdy World (said item being the item that let you swim) and having fun with that so yeah. I figure you'd add more boss variety. Maybe it could vary depending on dungeon location? Which brings up another question, will there be a way to implement dungeon puzzles and different dungeon themes according to where the dungeon is placed? (Like a dungeon placed in water may be water themed, while a dungeon placed in a mountainous area may be fire/lava themed or mine-themed. Something like that.)

I definitely will want themed dungeons, complete with (hopefully) enemies, traps, and bosses to fit, but I'm still toying around with concepts for the dungeon structure/sequence, as a whole.

My plan right now is to have multiple animal/character types that you can choose from at the beginning of each new world.  Say, from 4 different species (selected each round from 6).  Each of the different animal types starts from a different starting point (a sort of temple devoted to that animal), and possesses from the start a unique ability (this part would make things a little tricky...)  Ideally, the different teams would be able to "claim" screens by finding the treasure in each one (each screen's ownership would go to whichever team had the most players travel there and find the treasure).  In a claimed screen, maybe enemies wouldn't be able to hurt the reigning team?  I dunno, it's an idea...  It would hopefully support a sense of "home base", and maybe a bit of competition.
Anyway, in order to earn another animal team's ability, you have to go to their temple at their starting point, and go through a dungeon there, which would be constructed by the other three teams, just as normal.

I've been weighing the pros and cons of this idea for a while, and still can't decide if I like it.  On the plus side, it would mean splitting up the players, initially, maybe giving them a little more room to sprawl.  It might offer a sense of competition in fighting over territory, at least farther away from each team's home, where fewer players would travel.  It would give each team a different ability to play with right from the start, and limit the core abilities that you get to the more useful/interesting ones (which I'd pick for each team).  Plus, it would ensure that these dungeons would be far enough away from one another, in what would hopefully seem an alien environment.

The drawbacks, though, would be that there'd no longer be the sense of camaraderie of everyone working towards a new dungeon, then filling it out and choosing a power at the end; it would sort of interfere with the whole "the game is directed by the players" feel that the first one was all about (though, actually I could add in "to be discovered" dungeons in addition to the "other team's temple" dungeons, if I can manage it without over-complicating things...)  And balancing/restricting each team's powers against one another could potentially be a nightmare.  What's to stop the team that can swim from surrounding their temple with water?  (I actually do have a few ideas, but they all seem awfully confusing...)

Anyway, like I said, I'm playing with ideas for the whole structure of the game.  Hopefully I'll come up with a nice compromise by the time I need to implement it.
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Droqen
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« Reply #24 on: October 10, 2011, 06:08:00 PM »

My plan right now is to have multiple animal/character types that you can choose from at the beginning of each new world.  [...]  Each of the different animal types starts from a different starting point (a sort of temple devoted to that animal)

Why not start each world with the choice of just one animal type (just one starting point) and allow people to build the other shrines somewhere down the road?

Oh, I see - you mean you pick one and you're stuck with it o:
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Fifth
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« Reply #25 on: October 21, 2011, 04:22:14 PM »



Making some headway at the TIGJam.
I managed to refit some of the old scripts, so it was easy enough to get the world all online once again.  Added the functionality for menus, too, which is something I always dread doing.  I've got a basic collision detection going (can't very well use the MMF stuff when working with extra dimensions), and should get weapons and enemies started shortly.
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KittenEater
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« Reply #26 on: October 21, 2011, 04:27:51 PM »

O:
duuuude
i want to make a house in that void
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EEEEEEEGH
Xion
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« Reply #27 on: October 24, 2011, 03:48:26 PM »

holy fuck this looked soo gorgeous at TIGJam.

In motion I mean. It looks gorgeous here, too.
« Last Edit: October 24, 2011, 04:02:33 PM by Xion » Logged

Ashkin
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« Reply #28 on: October 24, 2011, 07:26:50 PM »

Wow, the void looks really pretty.

Maybe, in this version, the void should be more mechanically/story-wise than just a blank space on the map? Maybe you have to build to keep the void from seeping in and destroying the town at the center of the world? Maybe enemies come from portals to the void, and areas farther out are more enemy-infested because they hop right out of the void? It would make building new areas more dangerous, so there's some risk there.
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moonmagic
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« Reply #29 on: October 24, 2011, 07:31:58 PM »

Really excited that you're still working on this. New art looks really lovely. I'd like to be another voice saying that I really liked the collaborative feel of the original; not sure competition needs to take place.
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