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877627 Posts in 32872 Topics- by 24313 Members - Latest Member: CWolf

May 20, 2013, 03:53:58 AM
TIGSource ForumsCommunityCompetitions7DFPS
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Author Topic: 7DFPS  (Read 13448 times)
thatshelby
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« Reply #90 on: June 10, 2012, 08:43:08 AM »

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ThemsAllTook
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Alex Diener


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« Reply #91 on: June 10, 2012, 11:00:09 AM »

I'm working on something for this. I have absolutely no plan, so it's hard to say if it'll turn into anything good or even be playable in time, but we'll see!
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Geti
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« Reply #92 on: June 10, 2012, 05:19:10 PM »

I'm not sure if I'll have time. I goddamn hope so though, I've got a vague idea now (smaller scope than before).

also why doesn't this get its own forum i call bias and tomfoolery
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BlueSweatshirt
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the void


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« Reply #93 on: June 10, 2012, 05:55:37 PM »

I would like to see a slow-paced shooter that put more emphasis on long-term strategy, tactics, and planning, rather than the short micro-clusterfuck-bursts of engagements that exist in most shooters today. Sort of like a Chess of Shooters.
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Chris Pavia
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teknobabel42 aquamanscg
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« Reply #94 on: June 10, 2012, 06:12:15 PM »

I would like to see a slow-paced shooter that put more emphasis on long-term strategy, tactics, and planning, rather than the short micro-clusterfuck-bursts of engagements that exist in most shooters today. Sort of like a Chess of Shooters.

Isn't that Frozen Synapse?
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Chris Pavia
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teknobabel42 aquamanscg
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« Reply #95 on: June 10, 2012, 06:31:08 PM »



Today I:
-Got some music tracks from PostPre and put them in game. Also put in a system that slows and distorts the tracks in a way that creates a sense of building tension.
-Added a new enemy that explodes when shot, killing both the nearby players and enemies. It's super fun chaining them up and taking out a bunch of cubes
-Added lasers that fire down from the sky, killing both players and enemies. You get a second of warning before it appears to get out of the way. It's pretty cool when they set off chains of bombs.
-A new pickup for the player that destroys any nearby enemies.
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Hangedman
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Two milkmen go comedy


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« Reply #96 on: June 10, 2012, 09:03:22 PM »

In the span of a couple of hours, I came up with a concept, worked on it, did some basic art, did some basic code, and realized that it probably won't work

and now i'm sitting here puzzling at why it's so hard to make a doom clone in unity because putting a bunch of textured boxes about causes it to run incredibly slowly

i am suddenly very tired now
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AUST
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sublinimal
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« Reply #97 on: June 11, 2012, 02:09:16 AM »

I would like to see a slow-paced shooter that put more emphasis on long-term strategy, tactics, and planning, rather than the short micro-clusterfuck-bursts of engagements that exist in most shooters today. Sort of like a Chess of Shooters.

Similar idea: an offense/defense FPS. One team builds turrets/cameras/physical obstacles, the other infiltrates by hacking/stealthing/wrecking shit. It'd take "true" multiplayer coordination (with small teams) and gameplay would be tactics-oriented.
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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)
Chris Pavia
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teknobabel42 aquamanscg
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« Reply #98 on: June 11, 2012, 05:12:03 AM »

and now i'm sitting here puzzling at why it's so hard to make a doom clone in unity because putting a bunch of textured boxes about causes it to run incredibly slowly

How much is a bunch? I've got 100 cubes running around in my game without any problems.
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Joshua
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« Reply #99 on: June 11, 2012, 06:15:44 AM »

I would like to see a slow-paced shooter that put more emphasis on long-term strategy, tactics, and planning, rather than the short micro-clusterfuck-bursts of engagements that exist in most shooters today. Sort of like a Chess of Shooters.

I politely disagree.  Gentleman

I think that modern shooters are too slow paced, and I would like to see the intensity taken to the next level. Think fps x bullet hell and you get the idea.

My current 7dfps progress is a mashup of Smash TV and Gauntlet on speed.  Smiley
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Hangedman
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« Reply #100 on: June 11, 2012, 06:42:42 AM »

and now i'm sitting here puzzling at why it's so hard to make a doom clone in unity because putting a bunch of textured boxes about causes it to run incredibly slowly

How much is a bunch? I've got 100 cubes running around in my game without any problems.

Yeah, it turned out that the solution to the programming problem was sleep.
My for loop that instantiated the cubes was in Update() instead of Start()
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AUST
Yamato - ITIAMOSIWE - Vision
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Chris Pavia
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teknobabel42 aquamanscg
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« Reply #101 on: June 11, 2012, 08:56:22 AM »

Oh wow haha, that'll do it! I do stuff like that all the time. I come back to my code the next day and I'm like "What the hell was I thinking?!"
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ThemsAllTook
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Alex Diener


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« Reply #102 on: June 11, 2012, 09:38:44 AM »

I think I need to avoid looking at other people's entries until the week is over. It's a bit depressing. (That's a compliment to you people who are way more productive than I am)
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Chris Pavia
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teknobabel42 aquamanscg
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« Reply #103 on: June 11, 2012, 09:58:06 AM »

Well since the work week has started my progress will slow down quite a bit. Luckily I just need to add one more power up to be feature complete.
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ThemsAllTook
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Alex Diener


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« Reply #104 on: June 11, 2012, 11:02:13 AM »

Doing some design work over lunch, and a huge flood of good ideas are coming to me. Hardly any of my previous games involved combat, so this is opening up a whole new world of creative possibilities. Feeling much better about my game now! Only thing I'm worried about it running out of time, but I can always keep working on it after the week is up.
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