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happymonster
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« on: March 29, 2013, 01:19:34 PM »

blue:I

Commence  ....  Work on design and graphics has begun  ....   One clue a day

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surt
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« Reply #1 on: March 29, 2013, 03:25:51 PM »

So it'll be a tile-based game.
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happymonster
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« Reply #2 on: March 30, 2013, 02:58:47 AM »

Surt gains +1 wisdom!

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happymonster
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« Reply #3 on: March 30, 2013, 01:30:10 PM »

Art design started ... iterate, iterate, iterate ... satisfactory style emerging from the pixel mist

Visual style is branching organically into tiles and font development, leading to visual feedback and growth of some elements, and withering of others. Mockups conjured into place for tile observation and judgement of suitableness ... Recursion
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happymonster
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« Reply #4 on: March 31, 2013, 08:18:24 AM »

Someone may know from which game this springs
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happymonster
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« Reply #5 on: March 31, 2013, 11:56:34 PM »

Ok, I'm bored of this writing style now - back to my normal voice!

So I've started the first bit of code for this project, essentially copying SpaceHero Command's source and ripping out a lot of the game specific code to leave behind a lot of the core technologies. This is where I can see the work I did recently on making the code more modular paid off. Smiley BTW: SpaceHero Command is just on hold, not abandoned!

I've now got random tile blocks displayed on screen to test it out. So far so good!
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happymonster
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« Reply #6 on: April 01, 2013, 02:47:35 AM »

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happymonster
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« Reply #7 on: April 01, 2013, 11:24:11 AM »

After some design, mockup and graphics work I've fixed the internal screen size at 320 x 256 (may be wider for widescreen screenmodes). At this size the game will be scaled up to 960 x 768 at fullscreen with a x3 pixel scale for 1024-1366 x 768 screenmodes. And 1280 x 1024 for that screenmode, or 1920 x 1080, etc..

According to google and other information, 768 and 1080 pixels in height are the two commonest screenmodes now on the PC, with 900 pixels being quite a way behind in 3rd.

I'm going to use upto 256 colours, with a lot of shading to make the graphics look a bit better than they are. This is to compensate for the fact that I have for my art I have no anatomy knowledge, very little creative ability, no real colour mixing and shading skills. I am quite good at copying though. Smiley

Anyway, the art will be 'functional', but easily replaceable! In fact with the 320 x 256 size it's a bit like doing art on the amiga all over again.. Smiley
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happymonster
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« Reply #8 on: April 02, 2013, 10:04:36 AM »

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happymonster
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« Reply #9 on: April 03, 2013, 10:20:24 AM »



Well, either you are all confused, or no one is bothered about the clues!  Cheesy
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Mef
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« Reply #10 on: April 03, 2013, 11:54:57 AM »

Wizard! Of!  Hand Metal Left W Mock Anger R Hand Metal Right !

If it has 10% of its playability, it's gonna be good.
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« Reply #11 on: April 03, 2013, 11:04:34 PM »

blue:I will have elements of the games that I've posted pictures of. It won't be a straight remake of WoW though. Smiley
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happymonster
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« Reply #12 on: April 04, 2013, 12:16:33 PM »

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« Reply #13 on: April 04, 2013, 03:30:37 PM »

hmmm, that last pic looks familiar...
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blitzkampfer:
https://forums.tigsource.com/index.php?topic=52009.msg1280646#msg1280646

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
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« Reply #14 on: April 04, 2013, 03:32:29 PM »

WIZWOR rocks
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happymonster
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« Reply #15 on: April 04, 2013, 11:26:01 PM »

Indeed Smiley
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happymonster
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« Reply #16 on: April 06, 2013, 02:42:14 PM »

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happymonster
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« Reply #17 on: April 07, 2013, 05:50:18 AM »



So, what is blue:I?

blue:I will be a tile based sandbox game with a full level editor. The player will be able to draw their own levels very quickly and easily (as well as play through the ones with the game, or other user-created levels). The level editor will be capable of creating fast arcade style action similar to Gauntlet, as well as logic puzzles such as those used in Chips Challenge and Boulderdash. If there is enough interest I hope to increase the types of tiles available so as to allow more possibilities and more complexity in the puzzles and game.


Clues:

blue:I is a tile based game.

The player has the ability to shoot fire arrows.

There will also be logic based puzzles using different block types.

The levels will contain both branching and singular paths to move within as the player explores the different levels.

The player will take the form of a blue smiling face and will move from tile to tile in a similar manner to tile based games such as the many variants on Boulderdash. However although tile based the tiles themselves will slide smoothly from one square to another.

Like Wizard of Wor the player will be able to fire in multiple directions as they try to kill attacking monsters.

Inspired by Dandy Dungeons (also the inspiration for the Gauntlet arcade game), blue:I will feature fast paced gauntlet style action using a tile system.

The levels can also contain logic puzzles similar to Chips Challenge with various tile types and logical rules (such as keys, doors, etc..)

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happymonster
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« Reply #18 on: April 07, 2013, 01:39:48 PM »

I've gotten the first simple map editor working, still very basic, but you can draw and erase tiles on the map and is automatically saved on exit and loaded again on start-up.

Feeling good! Smiley
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tchassin
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« Reply #19 on: April 07, 2013, 04:35:49 PM »


I like this. I may be better with simpler lightning, though.
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