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878785 Posts in 32936 Topics- by 24346 Members - Latest Member: Vuoripeikko

May 22, 2013, 04:27:08 PM
TIGSource ForumsDeveloperFeedbackDevLogsBandit Party - contact me for a demo
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Author Topic: Bandit Party - contact me for a demo  (Read 12888 times)
by MSLF
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« Reply #75 on: April 28, 2012, 08:28:38 PM »

This stuff is awesome. Subscribed to you on youtube and looking for any future updates/playable versions!
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electrolyte
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« Reply #76 on: April 29, 2012, 03:11:43 AM »

Only just seen this thread and everything my eye's are seeing my head is saying MoOarrr!! Grin


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Andy Wolff
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« Reply #77 on: April 29, 2012, 07:31:37 PM »

Hey, it's good to see more interest in this, even though I haven't had time to work on it much for so long. The term ends this week, so you can expect to see some more stuff soon
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sean
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« Reply #78 on: May 01, 2012, 02:36:22 AM »

I did some work on this last night and tonight in between serious homework sessions

The black powder bombs are functionally in, though I still want to do more aesthetic work on them

(old and not a very good screencap because it doesn't show the enemies getting killed by the explosion, and the bomb doesn't disappear)


I had an interesting idea for replacing the player zombies with ghosts which can possess enemies with minimal control (you might only be able to tell the enemy when to shoot or something), but I need to think about it more. It might be an unlockable option. If I get it to work well it could be really cool

this last feature sounds completely awesome!

that you can become a ghost on death and control enemies, there is certain personality type that could get great satisfaction from this in a multiplayer game.



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Andy Wolff
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« Reply #79 on: May 07, 2012, 05:14:22 PM »

Sean: Yeah thanks, I think it could be very interesting.


Some more stuff for The Dunes today:

Mummies' lassos break on cacti and trees now. They'll also break on other players, so you can help each other out

First pass on the sand shark frames

First pass on the crow frames. Most of the time the crows are still, either gliding or perched on a tree, but they occasionally flutter a bit


Movement AI for the crows isn't in yet, partially because I haven't yet decided what they should do, so this is just me controlling one directly.
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Franklins Ghost
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« Reply #80 on: May 07, 2012, 08:09:24 PM »

Such great characters and animations.
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Andy Wolff
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« Reply #81 on: May 08, 2012, 07:15:08 PM »

The sand shark is in. As with the crows, I'm putting off actually writing the AI for now. This is me controlling the sand shark directly:

The dust the sand shark kicks up when it's charging could use much more work, but for now it gives sufficient visual indication

Using direct control to test the enemies is nice because it's giving me better ideas for how the enemies should move and act than I would get just by programming in whatever I first came up with.
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Belimoth
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« Reply #82 on: May 10, 2012, 01:20:45 PM »

This is better than grape soda.
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BlueSweatshirt
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« Reply #83 on: May 10, 2012, 01:24:31 PM »

<snip>
Using direct control to test the enemies is nice because it's giving me better ideas for how the enemies should move and act than I would get just by programming in whatever I first came up with.

This is a really really great idea.  Smiley
The overhead(for controlling them, I surmise) seems well worth it.
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C
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« Reply #84 on: May 10, 2012, 03:06:27 PM »

Why does there have to be blood?  I hate gory games.
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Ashkin
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« Reply #85 on: May 11, 2012, 02:41:52 AM »

Why does there have to be sand? I hate sandy games.
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C.D Buckmaster
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« Reply #86 on: May 11, 2012, 08:52:44 PM »

Absolutely beautiful.
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sean
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« Reply #87 on: May 15, 2012, 06:11:26 AM »

Quote
thinking I will put it up for a dollar on XBLIG

I'd buy that for a dollar!

please do though.
i want to play this with friends on the sofa infront of the telly.
it looks completely awesome!

sean
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Ninja Dodo
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« Reply #88 on: June 14, 2012, 04:47:45 AM »

Looks cool! I hope you go ahead with the PC version as well.
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Andy Wolff
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« Reply #89 on: July 04, 2012, 02:03:36 PM »

I've still been working on this sporadically, just haven't really felt like devlogging

here's a quick report, though:
 
  • crows, mummies, sandsharks, and armadillos are fully in (including AI and spawn patterns, I mean). I'm really happy with how the sandsharks turned out, though they're really hard to kill. I also added a desert version of the basic outlaws because The Dunes needed a weaker enemy type.

    v   that's an armadillo rolling by.
    \
  • started adding skins so 4 people can play as the same character more easily. There will be at least 4 for each character and maybe more if I feel like it (possible unlocks for various feats). Here are a few of them:
    \
  • added a couple of sounds to stuff in The Cracks
    I'm pretty bad at it, though, so I might see if JMickle wants to make some, or something



I've been thinking about relatively easy (not because I'm lazy so much as because I want this game finished before September) ways to add bigger arcs to the overall design. Right now it's just kind of shallow, there's little or no sense of progression anywhere.

As such, I've decided that I definitely want to do the after-death enemy possession thing because that way, you can unlock enemies you've killed enough of or possessed frequently enougg for use in Duel mode. Although pretty much all of them would be useless against a sheriff, it could be fun pitting them against each other.

I'm also considering replacing the current level-select with a sort of map exploration metaphor. There would still be the three main levels, but each of them would have a few different sections. You would start at the edges of the level, where you only fight the weakest of the level's enemies. Doing well on this would unlock the next section further in, where there are more enemies, and harder ones. Finally you would get to the deepest part of the level, where you could fight any kind of enemy that level has, including the level's boss(es). This way I could also add cool, specific things like camps where you only fight large numbers of a specific type of enemy, or a place where there are obnoxious numbers of cacti, or a boss rush dungeon. Each of them could have its own high scores and keep track of kills and such. I'll post some screens of the map later.


I have been working on this for too long
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