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rek
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« Reply #15 on: December 06, 2011, 02:38:34 PM » |
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The idea of a game where lack of oxygen presents you with a constant threat sounds neat, though could frighten away some players.
How is it any different from time counting down in the original SMB?
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Taugeshtu
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« Reply #16 on: December 07, 2011, 12:09:28 AM » |
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In terms of mining, right now in the prototype you can really just blast away the terrain + acquire some basic minerals. It probably won't get any more involved than that. If I may, I would suggest you make "minerals map" - quite big zones where mining gives you mostly 1 mineral (and rarely - other minerals too) per zone. So it would force players to explore world even if their "playstyle" includes a lot of mining - search for new "mineral veins" that could be, for example, 2 screens long. Screenshots looks nice so far, but picture definitely could be improoved - hope you'll find an artist soon  Are you planning different sprites for different tech level suits? Maybe it could be more for gameplay rather than just maximum depth it could handle - "deeper" suit means less agility (cause it's heavy, obviously!), but could handle heavy weapon too (like underwater rockets instead of spike pistol)
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IzzyReggie
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« Reply #17 on: December 07, 2011, 04:58:33 AM » |
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The idea of a game where lack of oxygen presents you with a constant threat sounds neat, though could frighten away some players.
How is it any different from time counting down in the original SMB? Something I learned in a (sport) business class this semester is that when marketing sports, and I feel like it really applies to games on this one as well, you have to market to people's perception of reality, not reality itself. It doesn't make logical sense that people would think they're different, but because of the different presentation, it could be an issue. Also, a lot of people may be like me, and scarred by some of the early sonic game's water levels  This is looking a lot like a game I'll want to play when it comes out. Consider me VERY interested.
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schipman
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« Reply #18 on: December 07, 2011, 07:51:27 AM » |
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Are you planning different sprites for different tech level suits? Maybe it could be more for gameplay rather than just maximum depth it could handle - "deeper" suit means less agility (cause it's heavy, obviously!), but could handle heavy weapon too (like underwater rockets instead of spike pistol) Upgrading your suit so you can withstand deeper depths, take more damage and have increased oxygen supply will be a big part of the game. And yes, we will definitely have different suit sprites for each upgrade  We also have a couple different weapons in mind- right now the player can switch between his mining laser and a basic harpoon gun. But dye grenades and other underwater weaponry are also being considered.
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herror
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« Reply #20 on: January 26, 2012, 08:18:51 AM » |
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Its good to see that you two are still working on this, it looks cool so far! 
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schipman
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« Reply #21 on: February 24, 2012, 02:12:00 PM » |
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We decided the sandbox nature of the game was a bit more than we could handle. Also we really wanted to get the game working on XBOX as well as on desktops so we decided to start over, reusing as much code and assets as we could. The game is now an underwater platformer and will have a storyline. We never found an artist interested enough to stick with us so I've also started to learn a little bit about pixel art and the new art style is inspired by nes sprites. 
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Taugeshtu
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« Reply #22 on: February 24, 2012, 02:42:19 PM » |
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Expect big wave of "you're doing pixel-art wrong" guys, but stay cool - I like your filtered pixels, and I thing you should keep them at any cost. Oh, and that... beautiful 3x3 "glass eye" on suit is glorious. You might need some slope tiles, I think...
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schipman
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« Reply #23 on: February 24, 2012, 06:20:31 PM » |
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Ah the filtering is because I am applying a shader to the screen to give it a wavey water effect. EDIT: fixed the smoothing, it was because I wasn't setting the sampler state to point. Now everything looks pixely again 
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peous
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« Reply #25 on: March 19, 2012, 10:54:26 AM » |
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I looked at the video, seems that the oxygen gauge is really important, so maybe the bubble could go out only when you loose oxygen ? So actions using a lot of oxygen (like running, jumping or maybe firing) could release a lot of bubbles, and few while standing ?
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schipman
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« Reply #26 on: March 19, 2012, 12:31:11 PM » |
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The video is from the previous incarnation of the game- I'll try and upload a new video showing the new gameplay. But yea, I plan to have some management of your oxygen but I also dont want it to be unfun or a pain in the ass. So we'll see what feels best.
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