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876920 Posts in 32839 Topics- by 24279 Members - Latest Member: Leka74

May 18, 2013, 04:11:49 AM
TIGSource ForumsDeveloperFeedbackDevLogsPanacea - an alchemy/farming/defense roguelike
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Author Topic: Panacea - an alchemy/farming/defense roguelike  (Read 10269 times)
sublinimal
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« Reply #60 on: November 25, 2011, 10:25:39 AM »



So yeah, there's some semblance of color now. Feeling really 21st century.
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Megaproject: Panacea
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Control Room is dead, long live Veins of a Planet
Latest jam game: Vineyard Adagio (LD26)
_Madk
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« Reply #61 on: November 25, 2011, 10:32:47 AM »

Looking awesome  Grin
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eigenbom
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« Reply #62 on: November 25, 2011, 06:20:01 PM »

Probably too late to change your engine


Ooh, well props to u for compartmentalising your code enuf Smiley
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sublinimal
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« Reply #63 on: December 04, 2011, 11:25:28 AM »

To save some time and nerves with content creation, I've started working on a lightweight engine of sorts. Thinking of calling it Pangaea.



Right now this is crude and for personal use only, but I could see it growing to a project of its own. It's got a neat hypertext system, support for dialogue/event trees, and naturally lots of automation that lets me focus more on the creative things. Plus working on it is kind of educational; while making games, I'm also trying to learn to be a better programmer.

I think it's going to pay for itself in the long run.
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Megaproject: Panacea
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Control Room is dead, long live Veins of a Planet
Latest jam game: Vineyard Adagio (LD26)
happymonster
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« Reply #64 on: December 04, 2011, 12:04:16 PM »

Looks nice! I like the grey of the background, and the font, it works well. Smiley
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
_Madk
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« Reply #65 on: December 04, 2011, 01:43:07 PM »

that is looking extremely awesome
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sublinimal
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« Reply #66 on: December 05, 2011, 12:07:06 PM »

Since caves will likely be connected cardinally instead of being stacked on top of each other, I figured it leaves me an opportunity to play around with the Z-axis. Release the heightmaps!

 

 

Aaaand the cross-section.



Coming from the right lets you climb down safely, but changing the layer takes an extra turn. If you came from the left, you'd get hurt by the high fall, plus you couldn't climb back up that way.

For gameplay reasons, I think it would be fitting that you'd only see the very edges of the layer above. In that pic, the player would see the light grey, dark grey and black areas completely, but the highest layer would be out of sight, apart from monsters staring at him from the ledge tiles. This encourages you to stay on higher ground whenever possible. You can't walk into the black void, but it differs from a wall in the sense that you can see through and toss stuff over it.

There's still a bit too much noise for my liking, so I'll have to tune the generator a bit. Obviously I'd prefer uniform areas if they're going to behave like layers. Particularly large chasms (which I'd like to see) look too pizza-like with the current cutoff:

 
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Megaproject: Panacea
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Control Room is dead, long live Veins of a Planet
Latest jam game: Vineyard Adagio (LD26)
JobLeonard
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« Reply #67 on: December 06, 2011, 01:40:02 PM »

Say...is it possible to let the player switch views between top-down, north/south and east/west crossections? Might be useful for orientation. Especially if you plan on using colouring as a way of showing height/depth - that would also work from side views.
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Netsu
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« Reply #68 on: December 06, 2011, 02:06:45 PM »



BEST. ASCII. EVER.
The colours make it so easy on the eyes, I always had a problem with rogue-likes because of how everything blended together into one clusterfuck of characters, but this is just perfect. It's so readable, you know what everything is at first glance.
The extra characters (unicode?) sure help, but I think even without them this would easily be the cleanest rogue-like I've seen (not that I've seen that much).
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sublinimal
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« Reply #69 on: December 06, 2011, 02:59:32 PM »

That feel when people praise something you just vomited out, while your most carefully thought ideas are met with a shrug. Sometimes I know that feel very well.
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Megaproject: Panacea
Big project: that other game
Control Room is dead, long live Veins of a Planet
Latest jam game: Vineyard Adagio (LD26)
_Madk
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« Reply #70 on: December 06, 2011, 03:14:49 PM »

bulimia is bad

and people just tend to like pretty pictures more than technical jargon that's too awesome to wrap their head around
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JobLeonard
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« Reply #71 on: December 07, 2011, 05:36:32 AM »

I was just giving feedback, and it's hard for me to give sensible feedback to the stuff you already spent a lot of time thinking about. Because you spent so much time thinking about it already Wink.

That said, I really like what you've posted here before.
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sublinimal
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« Reply #72 on: December 07, 2011, 07:36:42 AM »

Of course, I shouldn't complain when people like my work; I just wasn't satisfied with it myself, so it seemed strange. Here's what I think is a better one, but your mileage may vary.

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Megaproject: Panacea
Big project: that other game
Control Room is dead, long live Veins of a Planet
Latest jam game: Vineyard Adagio (LD26)
_Madk
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Love, love is a verb Love is a doing word ~♪


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« Reply #73 on: December 07, 2011, 07:37:31 AM »

want
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sublinimal
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« Reply #74 on: December 07, 2011, 07:45:20 AM »

There's also another feel I'm familiar with: the sense of being stared at. And I think _Madk is refreshing this thread as a full-time job, there's no way he'd reply that fast otherwise.
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Megaproject: Panacea
Big project: that other game
Control Room is dead, long live Veins of a Planet
Latest jam game: Vineyard Adagio (LD26)
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