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September 16, 2014, 07:27:27 AM
TIGSource ForumsFeedbackDevLogsThe Wild West
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Author Topic: The Wild West  (Read 13669 times)
egoitzOsa
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« on: October 24, 2012, 05:14:18 AM »

NOTE: 26-01-2013

Yes, we (I and 'The Wild West') are still alive.


* The image is at 1:1 scale, click it to see at x2

UPDATE: 08-12-2012

Hey ya! Hi!
Some (slow, as always) progresses with The Wild West, my main project.
Today, Iīm showing you three teaser gifs + some changes I made that itīs problably not show in a right way through images:

  • Gamepad support. Now the game is fully playable (menu and game) without the keyboard only using the pad (tested with a Xbox360 like controller). I have some future interesting ideas around this feature.
  • They are not very noticeable in the screens (gif compression), but here are some new ambiente particles and effects.
  • The sun has some technichal change too to make it more "real" or at least, for western effective.

A new enemy/indian type. He shots arrows directly to you (not finished yet):


A pre-alpha ver. of an another enemy type: wolves (I gotta redesign and reanimate them from the ground, I know, but I wanted to make their AI and test them early):


New slomotion mode activated/deactivated in critic moments like just before a boss:


Still lots of things to tweak, create, implement, finish...
Thanks for all your attention, words and support.

PROGRESS
**********

------------------------------------

UPDATE: 24-11-2012

Too much time without any updates or new notices about the game I think, so here are some new screenshoots (or teasers).
These last days/weeks, Iīve also started another parallel game project (that I canīt announce till now) not to get saturated with The Wild West and continue workinī on it with illusion (and new experiences and knowledge).
Well, letīs go to the interesting part (hope that):

Some (maybe unlockeable???) filters to add variety Smiley:

Scanlines (sh*t, I think they arenīt visible at this sh*tty gif xD, but I promise they are there, jaja):


Black&White:


Old tv (sorry for the weight of this):


Pure wild west (my favourite one, I think):


Two extras:

Letīs take a look at the new pain effect: what do you think? has I improved it from the last ones Smiley?


And a more interesting and longtimed teaser, with some unshown enemies and behaviours:


And thatīs all for now guys! Hope you like it.
I will continue updating the topic as I progress. For no, I will work on this all the incoming week, and gotta say weīve started to design music too (yes, I say we because the music is not goint to be mine).
Thanks for all folks!

PROGRESS
**********
Yes, itīs still at 20%, Iīm not too good controlling it xD.

------------------------------------

UPDATE: 05-11-2012

Well well well, as today an indie retro game lover magazine has posted a coverage about "The Wild West" (link, link), I think itīs time to show some new screenshots and improvements (and I have more to come, but I prefer to make things with time).
So, here they are:

Started to add an interactive minimal simple menu to the start screen:


The new "reload" hud element (you can compare it with the older one from first post). Much cleaner and intuitive:


Jumping and shooting:


New basic enemy (they are more difficult that they seem at start): scorpions:


New enemy killing dynamic (as you canīt shoot downward):


Pain effect for when you are hitted:


In the last days Iīve been working on:
  • bullet (and bullet hit) improvements
  • Day/night cycle bug fixing
  • New enemy types and designs
  • Hud improvements
  • (unlockeable?ŋ?ŋ?) Filters (screenshots to come)
  • Jumping/falling/landing poses
  • Internal optimizations
  • First boss fixes
  • ...
And thatīs all folk for now Smiley.
Thanks for all your motivation and support.

PROGRESS
**********

------------------------------------

Hi everybody
As somebody of you know, I started to work on a title called "Dieeeeeeeeee" some time ago, but as you can notice, I decided to pause itīs development and create something more direct, fast and why not say, easier to design. And thatīs how I started to work on "The Wild West" about 2 weeks ago (in the few hours I have free after my sport trainings and office works).

Every image Iīm posting here is directly taken from itīs gameplay (Iīll publish a pre-alpha demo and gameplay video in the near future).
Itīs my first "pixel-art" based project, so donīt be very cruel with me.
Well, the ingame screenshots, hope you like them:

Live title screen


Jump


Shoot


Shoot + Reload message


Reload


Life package


Life package taken


First simple enemies


Buffalo boss 01


Buffalo boss 02


Buffalo boss 03


Dead

(You can open the images in a new tab for viewing them at theirīs original x2 size)

The game features day/night cycles (with heat effect), dynamic clouds, life packages, stars, enemy creation points, particles, basic physics for some objects, ...

Future plans:
  • More and more enemy types (of course)
  • More animations (for player and enemies)
  • More bosses
  • Changes/Redesign of messages (reaload, boss, ...)
  • Music + sounds (now it have some testing temporal sounds
  • Some titlescreen options
  • Secret (for now) features Smiley

Everything is made by me: graphics, animations, game developmentm game idea, gameplay system... although Iīm going to be helped for the music and sounds.

PROGRESS
**********

And, as always, sorry for my bad english Smiley.
Thanks.
[/SIZE]
« Last Edit: October 11, 2013, 01:11:40 AM by egoitzOsa » Logged

Geoffrey
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« Reply #1 on: October 28, 2012, 03:13:15 PM »

I want it ! The graphics are cute and fit very well with the super-large screens !
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Andy Wolff
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« Reply #2 on: October 28, 2012, 10:05:45 PM »

This looks right up my alley. I look forward to seeing where you take it
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johnki
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« Reply #3 on: October 28, 2012, 10:18:49 PM »

My first thought was "man, I need to learn how to fit that much detail into that small of a space".

In other words, it looks great, and I really want to play it. I don't think I've ever seen a better use of that slim of a screen.
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ANtY
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i accidentally did that on purpose


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« Reply #4 on: October 30, 2012, 09:32:02 AM »

*subscribed for updates*
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egoitzOsa
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« Reply #5 on: November 05, 2012, 04:01:39 AM »

Iīve updated the main/first post.

If you think itīs a good idea, Iīll continue updating this topic like this, posting the updates in the main post, and noticing any changes in the responses.

Thank for all your support people Smiley.
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CorazonAzul
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« Reply #6 on: November 05, 2012, 04:15:50 AM »

Hand Joystick So the resolution of the game is extremely wide and short? My eyes hurt trying to look at everything in such a screen. What's going on there?
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ChrisD
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« Reply #7 on: November 05, 2012, 07:06:25 AM »

Love the graphics, cute.
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SolarLune
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Hmm.


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« Reply #8 on: November 05, 2012, 08:10:33 AM »

Looks cool, yeah. Nice graphics and style! I think the pain effect might do better with some red - it doesn't look like it lets you know enough that you've been hit.
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egoitzOsa
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« Reply #9 on: November 06, 2012, 12:14:50 AM »

Hand Joystick So the resolution of the game is extremely wide and short? My eyes hurt trying to look at everything in such a screen. What's going on there?

Yep! The game resolution is inspired (not direclty proportional) by the oldie cinemascope style (typical from western films with the objetive of showing more landscapes).
Itīs true that there are lot of things taking place and the same time in the screen, but itīs really easy to play once you get ot it. The most important things take place near the player, and you only have to look and the other side if you become an expert and want to know what is going to come next.
My idea was to have a lot of detailed things and the same time but let the player concentrate on the important things as him, the player.

Looks cool, yeah. Nice graphics and style! I think the pain effect might do better with some red - it doesn't look like it lets you know enough that you've been hit.

Correct. And, casually, I have some pain effect tests with red screen too, but for now, Iīm not totally at ease with that result. I gotta make more test, but thatīs the main idea, to combine some red with the shown effect (maybe, Iīm using a very abrupt effect and Iīve to make it more continued and soft effects... like a color fade...).
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Ashkin
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« Reply #10 on: November 06, 2012, 12:46:18 AM »

I am watching you.
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amidos2006
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« Reply #11 on: November 06, 2012, 12:56:17 AM »

Woooow that looks amazing when it is expected to be finished Smiley
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Belimoth
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« Reply #12 on: November 06, 2012, 04:26:45 AM »

I like this a lot.
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egoitzOsa
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« Reply #13 on: November 06, 2012, 12:34:14 PM »

Woooow that looks amazing when it is expected to be finished Smiley

Not sure when it's going to be finished. I think I'll remease it when I feel satisfied with it,  that's the most important thing for me.
The development is quite open and since I'm developing it alone at all, the progress is a little bit slow (I have a full day work and practicesome hobbies as sports).
In the other hand,  I hope I'll be able to release a pre-alpha demo before 2013, so soon Smiley.

Thanks for all your interest and critics/opinions.
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Sean Hogan (seagaia)
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this is okay


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« Reply #14 on: November 06, 2012, 12:36:19 PM »

Looks snazzy,h ow do you do the pain effect?
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eigenbom
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« Reply #15 on: November 06, 2012, 01:58:11 PM »

cuteness <3
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egoitzOsa
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« Reply #16 on: November 07, 2012, 01:36:14 AM »


Looks snazzy,h ow do you do the pain effect?

Itīs not the final effect for now, Iīm still making some test with that part, for example, this is the actual footage:



The base of this pain effect is really simple, itīs based in a gaussian blur effect (and now Iīm combining with a color layer and some other ingredients Wink).

Looks cool, yeah. Nice graphics and style! I think the pain effect might do better with some red - it doesn't look like it lets you know enough that you've been hit.

This is a new test, not the old one (and not published one, but I spoke about) whic was a lot more darker and less soft.



Do you people think itīs better know? I like this last version, because it has an oldie classic style visual effect tinted by red, and itīs more visual for the player too.
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Harry Harrison
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« Reply #17 on: November 07, 2012, 04:41:31 AM »

That heat-haze effect and the idea are awesome. Love it.
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aftslash
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« Reply #18 on: November 07, 2012, 06:41:41 AM »

Looks really good dude.
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SolarLune
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Hmm.


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« Reply #19 on: November 07, 2012, 07:31:18 AM »

I like the redder effect, yeah. It's a lot more obvious that you got hit, to the point where you don't really need to animate the player.
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