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890992 Posts in 33519 Topics- by 24761 Members - Latest Member: beertree

June 18, 2013, 04:00:33 PM
TIGSource ForumsDeveloperFeedbackDevLogsUnder the Ocean - Alpha 2 Out!
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Author Topic: Under the Ocean - Alpha 2 Out!  (Read 34771 times)
Farmergnome
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« Reply #135 on: March 30, 2012, 08:50:26 AM »

Nows good with me  Grin  Click the pic.


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JohnJ
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« Reply #136 on: March 30, 2012, 08:51:16 AM »

SECOND VIDEO UP WOOOO
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FreeCry
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« Reply #137 on: March 30, 2012, 12:05:27 PM »

Thanks, the new content really looks great Smiley

But in my opinion, the bees killed the wolf/enemy/mob a bit too fast. Also the poison seems a bit highly effective.
Nevertheless great work. I love it!  Grin
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caiys
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« Reply #138 on: March 30, 2012, 01:41:39 PM »

This is shaping up rather nicely. Hand Thumbs Up LeftGrin
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Wasserstern
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« Reply #139 on: March 30, 2012, 03:23:01 PM »

You guys are fast   WTF
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Farmergnome
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« Reply #140 on: March 30, 2012, 07:10:10 PM »

Thanks, the new content really looks great Smiley

But in my opinion, the bees killed the wolf/enemy/mob a bit too fast. Also the poison seems a bit highly effective.
Nevertheless great work. I love it!  Grin

The damage was just ramped up to show how it works, it would have been quite boring to record sitting around for 30 seconds while it got stung to death, the game it will be much slower.

Thanks guys, we are thinking about starting a livestream from tomorrow, any ideas?
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Franklins Ghost
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« Reply #141 on: March 30, 2012, 09:55:01 PM »

Footage looks great, like the new dynamics you've added. Like the bridge building and also how you showed footage of the first game to compare the changes. Looking awesome, can't wait to see more and think the livestream is a good idea, would be interesting to see you implementing a feature from start to finish.
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« Reply #142 on: March 31, 2012, 08:47:27 AM »

I read the comments about random generation vs. a handmade map in the youtube comments, would it be feasible to have the option to choose between the two for added replayability or would it be a waste of time/resources?
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Farmergnome
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« Reply #143 on: March 31, 2012, 09:09:51 AM »

I read the comments about random generation vs. a handmade map in the youtube comments, would it be feasible to have the option to choose between the two for added replayability or would it be a waste of time/resources?

I think as it stands we will be scraping together time just to get a bare bones game together, adding stuff like multi-player and random generation etc is all nice and that, but if the core game sucks who will care?  Right now I think we need to focus on the basics.
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Gabriel Verdon
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« Reply #144 on: March 31, 2012, 09:49:05 AM »

I read the comments about random generation vs. a handmade map in the youtube comments, would it be feasible to have the option to choose between the two for added replayability or would it be a waste of time/resources?

I don't think you understand how game development works.
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Recs
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« Reply #145 on: March 31, 2012, 10:14:03 AM »

I read the comments about random generation vs. a handmade map in the youtube comments, would it be feasible to have the option to choose between the two for added replayability or would it be a waste of time/resources?

I don't think you understand how game development works.

not really, that's why I asked. I really like the chance to follow the development of an interesting game step by step, but it's not really my field.
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Gabriel Verdon
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« Reply #146 on: March 31, 2012, 10:23:27 AM »

not really, that's why I asked. I really like the chance to follow the development of an interesting game step by step, but it's not really my field.

Basically you're asking if it's feasible to develop two games instead of one.
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Farmergnome
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« Reply #147 on: April 01, 2012, 10:04:38 AM »

I read the comments about random generation vs. a handmade map in the youtube comments, would it be feasible to have the option to choose between the two for added replayability or would it be a waste of time/resources?

I don't think you understand how game development works.

not really, that's why I asked. I really like the chance to follow the development of an interesting game step by step, but it's not really my field.

Gabriel is right, its quite hard to do both, though I will be putting some thought into this over the next few days (since its been pretty heavily requested) to try and strike a balance between pre-built layouts and procedurally built stuff, no promises.  Also, don't feel bad about not knowing how things work, I appreciate the suggestions  Grin
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« Reply #148 on: April 01, 2012, 11:08:39 AM »

well the next best thing would be some sort of editor/easy way to create/share maps.

I don't know if a mix of prebuilt and dynamic would make much more sense than going fully procedural once you create the basics for the generation.
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caiys
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« Reply #149 on: April 01, 2012, 12:22:31 PM »

It would be pretty easy if instead of procedurally generated you just added a touch of selective randomisation. For example if you just added a patch of flint in one of three possible locations then it would spice things up a bit since you would have to explore to find resources instead of memorising their locations from a previous playthrough. Apply that to many other resources and it would give a sense of procedural generation without going the whole hog.
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