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999615 Posts in 39235 Topics- by 30648 Members - Latest Member: lonelytomato

April 24, 2014, 12:52:35 PM
TIGSource ForumsFeedbackDevLogsEastward Quest
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AD1337
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« Reply #45 on: May 10, 2013, 03:02:46 PM »

Spikes are certain on later levels. That one will have holes and/or dug graves you can fall on.

I have considered adding an item that lets you jump. I would like to have that, but I'll have to see if it's possible.

I've changed the sign to a tombstone:



Also working on an attack animation:



I'm a noob at animating.

Also, I'm giving myself the deadline of May 26 to finish this game. That's pretty much 2 more weeks, so a month of development in total. I think that would be nice.
« Last Edit: May 10, 2013, 03:21:29 PM by AD1337 » Logged

Konidias
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« Reply #46 on: May 10, 2013, 04:55:51 PM »

I think you should avoid jumping... Not only will it save you time for other stuff, but I would think that if you can jump, you could avoid most everything without even having to fight.
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AD1337
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« Reply #47 on: May 10, 2013, 06:10:23 PM »

That's true Konidias, but avoiding everything won't be a good strategy when I add bosses that can't be avoided. Then you would have needed to kill smaller enemies to level up and be strong enough to defeat the boss.

I've added the attack animation to the game:

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siskavard
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« Reply #48 on: May 10, 2013, 09:00:11 PM »

This is looking really fun.
I love the dude's bed-head
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AD1337
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« Reply #49 on: May 11, 2013, 07:29:39 AM »

Thanks, siskavard.



This is something I'm only considering.
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AD1337
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« Reply #50 on: May 11, 2013, 12:11:42 PM »

Some snow tiles:

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AD1337
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« Reply #51 on: May 11, 2013, 01:47:02 PM »

Bonus level: dodge icebergs and islands.

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Mono
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« Reply #52 on: May 11, 2013, 02:00:17 PM »

Neat dude.
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AD1337
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« Reply #53 on: May 11, 2013, 04:36:35 PM »

Thanks, Mono.

I think I might end up skipping the bonus though. I'll leave it as an extra in my to-do list, if I have the time I'll include it.

The defeat screen actually restarts if you click now:



And this is just to show how you can "miss" a hit if you move before it lands.


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tupelocase
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« Reply #54 on: May 11, 2013, 08:41:25 PM »

So asides from potential boss fights, are the core gameplay features pretty much done?
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AD1337
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« Reply #55 on: May 12, 2013, 06:44:45 AM »

So asides from potential boss fights, are the core gameplay features pretty much done?

Yes. I'd say what's left is bosses and special enemies (poison, moving enemies, extra fast).

Also player items with different bonuses: AoE damage, faster speed, HP bonus, armor, flanking bonus and so on.

But today I think I will work on the main menu, in-game menu, level selection screen and more tilesets. I want to make a cave with bears. I also want to make a quick "tutorial", you'll see later.

Note for later: I thought of making a puzzle level before the final level as a build-up. It would have no enemies, just object interaction. The level loops forever, the signs are all wrong: instead of going down (100, 90, 80) they show random numbers or go up. Insanity!
« Last Edit: May 12, 2013, 06:49:47 AM by AD1337 » Logged

AD1337
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« Reply #56 on: May 12, 2013, 08:47:42 AM »

This is what I have in mind for a "tutorial": in the beginning there's a non-random encounter of an enemy followed by a heart. This shows in a second how the game works, hopefully. I remember Andy Moore saying that something awesome should happen within the first second of the game. In the latest version of SteamBirds, the first click by the player makes a plane explode or something.



I'm also thinking of scripting the beginning after the enemy+heart to include signs that show the controls (up arrow, down, left, right).

Also, good news: my musician has finished the main theme song and the victory song, and is now working on the level 2 song, graveyard level.
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AD1337
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« Reply #57 on: May 12, 2013, 11:24:58 AM »

Would I need more than this as a tutorial?



I thought of adding tips after what you see in the gif. Add another enemy and print on the screen "Run into an enemy to attack", add some food and say "Walk over an item to pick it up". Is this necessary?
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tupelocase
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« Reply #58 on: May 12, 2013, 11:40:15 AM »

That's not really needed.  As long as what's happening is conveyed clearly to the player and presented in an orderly fashion, there's no reason to point it out to them.  Makes me feel stupid when I play games..

Also, what's up with the little black lines around the hilt of the sword in the bottom UI on the right?  They change just a little in the gif
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DustyDrake
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« Reply #59 on: May 12, 2013, 12:13:54 PM »

Oh, that's a cursor, and the black lines which are changing is the gold count going up
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