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879431 Posts in 32979 Topics- by 24365 Members - Latest Member: Mimiga

May 24, 2013, 05:08:13 AM
TIGSource ForumsDeveloperFeedbackDevLogsIsolation - Because Metroidvanias never get the "Metroid" part
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Author Topic: Isolation - Because Metroidvanias never get the "Metroid" part  (Read 2352 times)
Franklins Ghost
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« Reply #15 on: February 16, 2012, 10:10:05 PM »

Like the little legs enemy  Smiley
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baconman
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« Reply #16 on: February 17, 2012, 01:32:34 AM »

That's pretty kickin' so far. I kinda like the direction this is going in, although moving + jumping/items + mouse-shooting is a pain to do more often than not.
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Birdorf
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« Reply #17 on: February 17, 2012, 01:50:27 AM »

My attention has been grabbed.
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AMT
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Pogo708
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« Reply #18 on: February 17, 2012, 08:58:40 AM »

Thanks for the responses!

That's pretty kickin' so far. I kinda like the direction this is going in, although moving + jumping/items + mouse-shooting is a pain to do more often than not.

Can you elaborate on this a bit? I want to make sure the combat is really tight, and any feedback on this is appreciated.
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AMT
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Pogo708
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« Reply #19 on: February 17, 2012, 02:36:33 PM »



Fartbug is goooo!

Alright, so that's 3 basic enemy types done. These are all passive- I want two trap style enemies and at least one or two that directly engage the player in combat, then I'll probably polish it up and release a basic mechanics demo to get some feedback and figure out what the gameplay needs.
« Last Edit: February 17, 2012, 02:47:52 PM by AMT » Logged

baconman
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« Reply #20 on: February 18, 2012, 01:55:26 PM »

What I meant is a control scheme that demands hand placement in 3 positions, like (movement keys) + (jumping/manuevering keys) + (mouse for firing), that sort of thing. Until a couple options were sorted out (which included classic Metroid-style controls for pure keyboard play, except where periodic mouse-aiming was tactically wise), that sort of thing bogged down Gentrieve as well.
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AMT
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Pogo708
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« Reply #21 on: February 25, 2012, 02:11:27 PM »

It uses WASD + Mouse controls, so I don't think it'll be any more complicated to control than any other PC game these days. Still, it's something I'll be careful with for sure. Worked some more on it today, making doodads and props to liven the environment. This looks way better in motion but here's a little screen that shows a bit of it:



Vines and bushes sway and the bushes are randomly generated. It looks really nice in motion, even with the placeholder images. I'm going to do all the behavior for this stuff first and make nicer images down the line.
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baconman
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« Reply #22 on: February 26, 2012, 08:23:52 AM »

That would be nice to see. Any chance the minimap will be optional?
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