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1034235 Posts in 41713 Topics- by 33318 Members - Latest Member: Kadavul

August 20, 2014, 08:33:53 AM
TIGSource ForumsFeedbackDevLogsEastward Quest
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Author Topic: Eastward Quest  (Read 28433 times)
laxwolf
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« Reply #30 on: May 08, 2013, 01:11:59 PM »

I really like the game! I had some ideas; possibly make some enemies lunge at you so you have to dash from the side, make some enemies ranged so you don't want to stay right infront of them, and make some slow you down (such as the slime). I also had an idea to have a key appear that opens a gated wall. If you don't get the key, you smash into the wall and hurt yourself. And ideas you're probably considering; pits and bridges, combos by stringing attacks, and split roots that may lead to more enemies, more treasure, etc.

Good luck! Grin
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AD1337
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« Reply #31 on: May 08, 2013, 02:42:30 PM »

Good ideas, thanks.

Working on the end of the level:



When you cross the finish line, the camera stops and the character keeps going.

Then the victory screen shows:

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AD1337
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« Reply #32 on: May 08, 2013, 04:05:44 PM »

Started working on the victory transition:

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AD1337
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« Reply #33 on: May 08, 2013, 04:46:08 PM »

Now with confetti!

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AD1337
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« Reply #34 on: May 09, 2013, 10:25:12 AM »

And the defeat screen:



Still need to animate the cape.
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mushroomized
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« Reply #35 on: May 09, 2013, 10:27:31 AM »

And the defeat screen:



Still need to animate the cape.
you should make it rain rose petals when you die
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AD1337
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« Reply #36 on: May 09, 2013, 12:21:49 PM »

Not a bad idea, but I don't think I can make them not look like confetti.

I changed the end of the level a bit. Instead of a finish line, the player finds a road, indicating that he's left the wilderness. It's very likely that different levels will have different endings.

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AD1337
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« Reply #37 on: May 09, 2013, 12:48:07 PM »



Defeat screen animation.
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Konidias
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konidias
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« Reply #38 on: May 09, 2013, 12:59:55 PM »

Hahaha... but I kind of liked the racing finish line.

Also I find it hilarious that the hero is crying over a boo-boo.

Wouldn't it be more fitting to have a loved one crying over his tombstone or something? Didn't he just get killed by a wolf creature thing?
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AD1337
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« Reply #39 on: May 09, 2013, 01:04:24 PM »

Hahaha... but I kind of liked the racing finish line.

Also I find it hilarious that the hero is crying over a boo-boo.

Wouldn't it be more fitting to have a loved one crying over his tombstone or something? Didn't he just get killed by a wolf creature thing?

Probably. Yes.

But this will have to do.
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mushroomized
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« Reply #40 on: May 09, 2013, 02:11:39 PM »

Not a bad idea, but I don't think I can make them not look like confetti.

I changed the end of the level a bit. Instead of a finish line, the player finds a road, indicating that he's left the wilderness. It's very likely that different levels will have different endings.


I tried posted in one of the vg threads but I dont know if you saw it, basically you would just make petals rock back and forth and not flip then they dont look like confetti
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bZoo
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« Reply #41 on: May 09, 2013, 02:58:07 PM »

I love the feel of this game so far. I like that you stripped it down and kept it simple, it feels much more elegant  Grin

What other characters do you have planned? Based on the movement and the mechanics, a part of me really wants to see a character with a lance.

Would there be bounce back if you hit an enemy that was stronger than you? I'm curious to know how tougher enemies that require more than one hit to kill will be handled.
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AD1337
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« Reply #42 on: May 09, 2013, 04:50:32 PM »

Thanks.

I don't think I'll end up adding different characters in the final version. I need to cut unnecessary features if I want to finish this.

I was thinking of how to do level selection. First I thought of something simple like this:



Now I'm considering an overworld map like in Mario games, but with tile-based movement like old JRPGS.

I mocked up a quick map. Note that the player would see this map in 4x during the game, so not even a continent would fit on screen and he wouldn't have this big picture of it.



Here's the list of levels:

Here's the level list:
1- Grassland
2- Cemetery Ruins
3- Ship Ride (Bonus)
4- Snow
5- Dungeon
6- Airship Ride (Bonus)
7- East Desert
8- Lava Lands

Then you enter a cave that leads you to another a map, like it happens in Super Mario World for world 3 and the final world.

The other map is smaller, darker, creepier and contains 2 levels:

9- Underworld Ferry (Bonus)
10-Temple of Hades
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AD1337
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« Reply #43 on: May 10, 2013, 12:31:19 PM »

Working on level 2:



Graveyard Ruins or something. Planning on skeletons, zombies and ghosts and stuff as enemies.

So far I made new stone signs because the wooden ones of level 1 don't fit and some bricks on the ground. The grass is different but I made it last week.
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mushroomized
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« Reply #44 on: May 10, 2013, 01:51:42 PM »

adding jumping and spikes could make this cool
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