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1035287 Posts in 41763 Topics- by 33355 Members - Latest Member: Jhaxeon

August 23, 2014, 09:18:44 AM
TIGSource ForumsFeedbackDevLogsFancy Skulls - On Steam!
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Author Topic: Fancy Skulls - On Steam!  (Read 17790 times)
Quarry
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« Reply #15 on: December 01, 2012, 09:58:22 PM »

It has this low poly sexiness
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Greg Game Man
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« Reply #16 on: December 05, 2012, 07:01:59 AM »

REALLY want to make "quake meets binding of isaac" myself, so definitely following this. I think the red enemy looks great, very unique Smiley
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tequibo
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« Reply #17 on: December 18, 2012, 10:17:13 AM »

Absolutely beautiful. Hot DAMN.
It has this low poly sexiness
REALLY want to make "quake meets binding of isaac" myself, so definitely following this. I think the red enemy looks great, very unique Smiley

Thanks for the nice comments! I really appreciate it. Gentleman



- map which rotates accordingly to player's orientation and can display special rooms(treasure, exit, etc.)
- updated visuals and animations for Rudolph (red enemy) and flying skull
- changed level generation code a bit for future tweaking
- remade enemies AI on Playmaker plugin for Unity3d
- simple win\loose conditions
- new explosion effect
- homing projectiles as a first of the options to make for weapons upgrade system
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Greg Game Man
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« Reply #18 on: January 08, 2013, 12:08:45 AM »

Friendly bump.. really interested in this game, hope you let us play the alpha soon! I'm making the jump from flash to Unity; learning playmaker and blender.. feels like i'm on a similar path to you, and could learn a lot from your devlog Smiley
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tequibo
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« Reply #19 on: January 09, 2013, 11:49:22 AM »

Friendly bump.. really interested in this game, hope you let us play the alpha soon! I'm making the jump from flash to Unity; learning playmaker and blender.. feels like i'm on a similar path to you, and could learn a lot from your devlog Smiley
Thanks!
If you have any questions - ask away, will try my best to answer them.

Had a bit of downtime due to hardware problems, but got a new laptop and now slowly getting back to work.
- reworked health system for enemies, so now they have hitboxes which can be tweaked to be critical points, like eyes heads(actually, this was made before my laptop died)
- added arrow for indication of damage direction, very basic
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tequibo
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« Reply #20 on: February 07, 2013, 04:37:00 PM »


- added a new enemy
- fixed some bugs
- improved AI for red enemy (I call him Rudolph)

Now working on weapon models and environment

hopefully will make gameplay video soon, and after that possibly will start making video devlogs and playtesting
« Last Edit: February 09, 2013, 03:25:48 PM by tequibo » Logged

johnki
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« Reply #21 on: February 07, 2013, 04:42:30 PM »

- improved AI for red enemy (I call him Rudolph)
Haha.

Anyways the revolver is looking really cool. Same with the rest of the game.

Good luck!
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tequibo
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« Reply #22 on: February 07, 2013, 05:39:26 PM »


Much appreciated!
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Panurge
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« Reply #23 on: February 07, 2013, 11:06:16 PM »

I love the character designs - very stylish and quirky. The central premise of a creature escaping from a treasury of which it is a part is really cool too. I imagine it could lead to a really interesting endgame.
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tequibo
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« Reply #24 on: February 09, 2013, 09:40:37 AM »

Thanks!
Recently I have come up with more story as to who is owner of this threasury/collection and who is the protagonist, and I quite like it. But not going to spoil it. I want to tell story via environment, but not sure how to approach this yet.

Working on a shotgun:


Also I've got a board on Pinterest where I collect some reference and inspiration material, and now it has a lots of cool looking old guns.

In other news there is two activly developing "FPS roguelike" projects that I am aware of - one is right here on TIG Paranautical Activity, and other is Spire by studio that made Dustforce. And while I'm interested and fascinated to see what they will make, at the same time it worries me in a way "what if my game will be terrible in comparison". But, I think that I just should give it my best, and not worry about such nonsense. Worrying is pointless anyway.
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tequibo
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« Reply #25 on: February 16, 2013, 11:36:27 AM »

All 5 weapons

Now to finish those up, import them, and move on to environment and mechanics.
« Last Edit: February 16, 2013, 04:18:37 PM by tequibo » Logged

Quarry
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« Reply #26 on: February 16, 2013, 11:42:02 AM »

Revolver is way too black and is that a megaphone?
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« Reply #27 on: February 16, 2013, 11:59:00 AM »

The revolver and shotgun look awesome!  Gentleman
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tequibo
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« Reply #28 on: February 16, 2013, 12:18:35 PM »

The revolver and shotgun look awesome!  Gentleman
Thanks!

Revolver is way too black and is that a megaphone?
It's not final, will work on it some more.
It's a grenade launcher, but it does look like a megaphone, I have noticed this, will think what to do about it.
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Quarry
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« Reply #29 on: February 16, 2013, 01:35:25 PM »

Try to make it like this or this

TF2 items can be great references for weapon models!
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