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1025595 Posts in 41098 Topics- by 32705 Members - Latest Member: Kailem

July 22, 2014, 01:33:02 PM
TIGSource ForumsFeedbackDevLogsFlight of the Data-Thief - Star Fox Style Rail-Shooter
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Author Topic: Flight of the Data-Thief - Star Fox Style Rail-Shooter  (Read 9855 times)
Alec S.
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« Reply #15 on: February 18, 2013, 06:25:14 PM »

Thanks, fixed.
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Caran Elmoth
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« Reply #16 on: February 19, 2013, 02:03:57 AM »

Oh God, those ships moving... and the lights... Addicted *faints*
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jO
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Adventure awaits!


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« Reply #17 on: February 19, 2013, 02:07:18 AM »

This looks fantastic!
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Alec S.
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« Reply #18 on: February 19, 2013, 01:12:22 PM »

Thanks, guys!

Made a second enemy type.  An enemy that leaves behind a trail of mines.

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weiseguy91
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« Reply #19 on: February 19, 2013, 02:04:45 PM »

Wow this is awesome! I loved SF 64 so much, and was so sad when the newer ones failed to do ANYTHING like the original for me. I'd love to do a video of this game in action when you are ready as an Indie Preview Video on my YouTube channel, www.YouTube.com/WeiseGuy91. Maybe we can discuss this via PM when you feel comfortable showing it off? I have just under 600 subs right now, but I'm sure that base will grow fast.
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Alec S.
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« Reply #20 on: February 19, 2013, 02:24:41 PM »

It'll probably be a while before I'm ready to show off a preview build, but I'll be sure to send you a copy once I do.
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Alec S.
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« Reply #21 on: February 20, 2013, 02:33:52 PM »

Started to mock up another environment type:


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Paul Jeffries
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« Reply #22 on: February 20, 2013, 02:59:46 PM »

I desire this.
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johnki
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« Reply #23 on: February 20, 2013, 03:26:57 PM »

Started to mock up another environment type:


[IMG]
This reminds me quite a bit of Solar. In a good, nostalgia-filled way, of course.

http://www.youtube.com/watch?v=S6s8qMGOONw
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Alec S.
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« Reply #24 on: February 23, 2013, 07:32:27 PM »

Screenshot Saturday:

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deathtotheweird
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« Reply #25 on: February 24, 2013, 12:31:24 AM »

looks pretty awesome
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Alec S.
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« Reply #26 on: February 27, 2013, 02:31:57 PM »

Alright, now that I've got the basic gameplay and a couple enemies prototyped, I'm going to focus on the stuff I'd be likely to put off, like interface design, level switching and restarting, ect...  That way once I'm done with that, I can focus on designing levels and such and just pop them into an existing infrastructure.
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seagaia
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this is okay


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« Reply #27 on: February 27, 2013, 02:49:14 PM »

yeah, this does look nice, alec. good luck on finishing.
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Alec S.
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« Reply #28 on: February 28, 2013, 11:08:38 AM »

Hey, I've got an early test build together.  It's pretty rudimentary.  There are two short sample levels that let you get a handle on moving and shooting.  Note that the collision on the Mine enemies is currently not working.

Basically, I'm looking for feedback on the feel of the game in action.

Controls are all on the mouse.

http://dl.dropbox.com/u/33986982/Unity%20Builds/Unity%20Builds.html
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johnki
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« Reply #29 on: February 28, 2013, 12:06:20 PM »

Feedback:

- I didn't seem to have the targeting reticule in the forest area.

- The level design is a bit too straightforward most of the time. At the beginning of the forest level, there's this nice segment where you have to dodge a few trees and then pretty much the rest of the level is an open tunnel. The Mars-type levels are better but it doesn't seem to aim to make the player have to move around much.

- I didn't seem to be able to destroy the kind of squid-looking enemies that drop trails of orbs.

- There seemed to be 3 levels, even though the level select only had 2 and I got stuck in an endless loop on the third one (probably intentional).

- Aiming seemed a bit slow.

And that's about it at this point.
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