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999290 Posts in 39213 Topics- by 30619 Members - Latest Member: Luux

April 23, 2014, 03:05:38 AM
TIGSource ForumsFeedbackDevLogsFinishedEnding
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Paul Jeffries
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« Reply #30 on: January 26, 2013, 11:11:28 AM »

Interesting idea, although it took me about twenty deaths just to figure out what the hell was going on.
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st33d
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« Reply #31 on: January 26, 2013, 12:14:59 PM »

Unless I have another idea for an enemy, then I should be working on level design next - which will mean the entry point will be less chaotic.

Note to self: push-traps are glitching when cancelling their attack on a pushed target.

Does anyone have any examples of games that destroy old areas you been through? I'd really like to have rooms eventually close off so that back-tracking is not an option, the game becoming effectively infinite (this also keeps cpu low - the game runs great on iOS and I'd like to keep it that way).

Also - if you have testflight and want to test could you msg me your email so I can include you. Anyone on Android would help me out if they could msg me as well and we can see if I can get an Android build working. Thanks.
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kurtss
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How nice.


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« Reply #32 on: January 26, 2013, 01:23:06 PM »

Why is this so fun already?
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st33d
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« Reply #33 on: January 26, 2013, 02:50:22 PM »

It's based on the work I did on Turnament which is based on Zaga 33 and Microgue. *Also I forgot that it's quite heavily based on Fay's Puzzles in Shiren the Wanderer.

I felt that the greatest moments in Turnament weren't the set pieces but the marathon battles. There was a purer game underneath that needed to be made. This incarnation is a new engine built from scratch and also sourcing from Mercury, Hyper Rogue and Auro (which hasn't been released yet but I've played a demo and found it's turn-based-shove/skill mechanics absorbing).
« Last Edit: January 29, 2013, 01:10:03 PM by st33d » Logged
st33d
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« Reply #34 on: January 27, 2013, 03:51:31 AM »



Decided to just switch on the generator flag on a push-turner to see what would happen. Don't even know how I'd illustrate a push-turner-generator or how you'd survive.
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st33d
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« Reply #35 on: January 28, 2013, 01:58:26 PM »

Added doors. Hitting a door opens another room. There's a maximum of two rooms for now, but I intend to keep a maximum of sorts as I quite like the fact that it's endless at the moment.

I need to program a nice fade transition for the new area coming in and the old one disappearing. After that I can start tinkering with some automata to generate rooms instead of the shotgun algorithm I'm currently using.
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poe
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« Reply #36 on: January 28, 2013, 01:59:45 PM »

Doors are fucking sweet! I love the way you feel like you're breaking into the next room!
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st33d
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« Reply #37 on: January 29, 2013, 02:25:14 AM »

Note to self: Fix timer on generators to take one extra turn to generate (every two turns means they're unapproachable in corridors).
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st33d
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« Reply #38 on: January 31, 2013, 02:51:58 PM »

Fixed a lot of graphical glitches caused by the shadow effect (it also took a lot of debugging to realise the shadow effect was causing it). Generators now take one extra turn to create something. Rooms fade in and out. Doors now have random starting positions.

I owe Jason Pickering for the last one. Certainly a lot more interesting to explore now.
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happymonster
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« Reply #39 on: January 31, 2013, 02:55:19 PM »

Definitely feels a lot better with the rooms and doors.
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SpaceHero Command ... In Development
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JasonPickering
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« Reply #40 on: January 31, 2013, 04:13:46 PM »

my god that feels way better with the random doors. couple things:

1. Whats the goal going to be. Get a certain distance, or is it merely going to be score based.

2. Please keep the respawn time as fast as possible. The fact that as soon as I die, I have immediately respawned, makes it very hard to actually stop myself from playing again. Roguelikes tend to have a long return to gameplay, because of all the character info and creation. this all flows really well. I will load this up to play a few lives, and end up going through 10-15 times, more then I planned.

3. With the Undo button are you recording the last moves or taking a snapshot of the map. might be nice to rewind the play almost. similar to prince of persia.
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st33d
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« Reply #41 on: February 01, 2013, 12:51:10 AM »

There's definitely a destination to reach - hence the title.

I think that the current respawn time with the Kurt Vonnegut quote I like just the way it is. There will be a settings button for menu stuff.

Undo is a snapshot of the map. There could be a smarter way that would let me take a full recording, but I'll save that till after it's ported.
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coupon
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« Reply #42 on: February 01, 2013, 12:57:54 AM »

well this is exciting.
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st33d
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« Reply #43 on: February 01, 2013, 01:00:20 AM »

COUP COUP COUP!
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coupon
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« Reply #44 on: February 01, 2013, 01:24:42 AM »

Thanks for leading me here st33d, this place is great.
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