Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411489 Posts in 69371 Topics- by 58428 Members - Latest Member: shelton786

April 24, 2024, 02:28:00 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsPainters Guild [OUT NOW]
Pages: [1] 2 3 ... 46
Print
Author Topic: Painters Guild [OUT NOW]  (Read 120801 times)
AD1337
Level 9
****


Lucas Molina


View Profile WWW
« on: June 27, 2013, 04:09:50 PM »


Painters Guild is a simulation game about managing a guild of painters: hire artists, teach them, make paintings, sell them, buy furniture, and stuff...



Promotional art.

It is being made by me in Flash, my friend Morvan will make the music like in all my games (even though he doesn't know yet).

In-game gif:




Gameplay soon™.
« Last Edit: September 01, 2015, 05:51:31 AM by AD1337 » Logged

mushbuh
Level 9
****


Epic Laughs await you, traveler *tips steampunkhat


View Profile WWW
« Reply #1 on: June 27, 2013, 04:12:20 PM »

posting for tracking  Blink u Blink  Hand Thumbs Up Right
Logged

Zeredek
Level 0
**


Call me Zerb B)


View Profile WWW
« Reply #2 on: June 27, 2013, 04:12:37 PM »

That's cool. How will you handle drawing the paintings themselves?
Logged

AD1337
Level 9
****


Lucas Molina


View Profile WWW
« Reply #3 on: June 27, 2013, 04:19:34 PM »

posting for tracking  Blink u Blink  Hand Thumbs Up Right

Woah! Cool!

That's cool. How will you handle drawing the paintings themselves?

Not sure yet! For their visual look I'm thinking of randomizing them somehow. As for the gameplay, you just drag the artists in front of the canvas and they paint it.



Original first post:

Mockup:



Prototype:

Grid, character movement by dragging and grid snapping:


Replaced prototype graphics with mockup ones:
« Last Edit: December 12, 2013, 05:59:11 PM by AD1337 » Logged

melos
Level 10
*****


View Profile
« Reply #4 on: June 27, 2013, 04:34:38 PM »

hooray! looking forward to it.
Logged

play hydlide 2
AD1337
Level 9
****


Lucas Molina


View Profile WWW
« Reply #5 on: June 27, 2013, 05:17:18 PM »

hooray! looking forward to it.

Thank you!

I have figured out the gameplay. It will be like tetris mixed with match-3 except completely different. That is the core mechanic, making paintings. Player interaction will be moving these artists around the screen to make them paint, study, rest, mix paints and stuff.
Logged

AD1337
Level 9
****


Lucas Molina


View Profile WWW
« Reply #6 on: June 28, 2013, 10:32:35 AM »

Trying out isometric tiles.



I agree iso has a lot more potential to look good, but it brings more problems to my poor coding skills and makes the art take more time. I would certainly go for iso if I wasn't a solo dev, but I gotta consider my limitations.
Logged

AD1337
Level 9
****


Lucas Molina


View Profile WWW
« Reply #7 on: June 28, 2013, 02:37:40 PM »

Progress: An artist painting.

Logged

s0
o
Level 10
*****


eurovision winner 2014


View Profile
« Reply #8 on: June 28, 2013, 03:05:23 PM »

Quote
I agree iso has a lot more potential to look good, but it brings more problems to my poor coding skills and makes the art take more time. I would certainly go for iso if I wasn't a solo dev, but I gotta consider my limitations.
there are also potential readability problems that would have to be sorted out. just go with zelda style mixed perspectives.

anyway, looks good, will be watching.
Logged
AD1337
Level 9
****


Lucas Molina


View Profile WWW
« Reply #9 on: June 28, 2013, 07:10:16 PM »

there are also potential readability problems that would have to be sorted out. just go with zelda style mixed perspectives.

anyway, looks good, will be watching.

Yep. I'm glad I decided to stick with normal tiles, this is complicated enough. It's funny you mentioned Zelda, I had just added some Link to the Past and Minish Cap indoors screenshots to my references folder for this project. Thanks!

Now supporting multiple sized paintings (1x1, 1x2, 3x4...). Need to make them look that way now.

Logged

AD1337
Level 9
****


Lucas Molina


View Profile WWW
« Reply #10 on: June 28, 2013, 07:34:44 PM »

Big paintings now display that way.

Logged

AD1337
Level 9
****


Lucas Molina


View Profile WWW
« Reply #11 on: June 29, 2013, 08:53:09 AM »

Painters Guild: several artists working on the same painting. Now to make them combo.

Logged

AD1337
Level 9
****


Lucas Molina


View Profile WWW
« Reply #12 on: June 29, 2013, 09:32:46 AM »

Working on combos, if the icon is the same, they will be removed and the painting will get a bonus (sort of like in match-3 games).

Logged

AD1337
Level 9
****


Lucas Molina


View Profile WWW
« Reply #13 on: June 29, 2013, 09:55:13 AM »



Testing combos in the case of varying artist progress rates (faster and slower artists). It looks a bit messy and might not work well.
Logged

AD1337
Level 9
****


Lucas Molina


View Profile WWW
« Reply #14 on: June 29, 2013, 10:16:16 AM »

Trying out varying progress circle speeds. This makes for a complex and hard to predict system. Artists with extreme speed differences are likely to combo more, as the fast circles "pick up" the slow circles on their way. 2 fast artists are likely to never combo. I'm finding it hard to understand how to balance this.

Logged

Rayiner
Guest
« Reply #15 on: June 29, 2013, 10:18:30 AM »

It looks awesome!
Will be tracking this one for sure.
Logged
AD1337
Level 9
****


Lucas Molina


View Profile WWW
« Reply #16 on: June 29, 2013, 10:43:12 AM »

It looks awesome!
Will be tracking this one for sure.

Thanks!

Switching artists around can have a huge impact. It can go from "never combo" to "always 2 combos" right away. In one hand, I like how this can reflect "this guy works better next to that guy", but on the other hand, it's not very intuitive, and requires trial and error instead of being evident.

Logged

AD1337
Level 9
****


Lucas Molina


View Profile WWW
« Reply #17 on: June 29, 2013, 02:56:11 PM »

Made a collision map so you can't stack artists or put them on top of paintings.

Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #18 on: June 29, 2013, 03:09:03 PM »

track post
Logged

darkhog
Level 7
**


Dragon Agent


View Profile
« Reply #19 on: June 29, 2013, 04:18:32 PM »

Cool idea. I hope execution will be good too.

For one thing, I'd love to see paintings being procedural instead of few preset ones. True, procedural pictures would be mainly abstract ones, but I'm sure such game would get away with this.
Logged


Be a computer virus!


I cannot C well, so I stick with simpler languages.

There are no impossible things, there is only lack of skill.
Pages: [1] 2 3 ... 46
Print
Jump to:  

Theme orange-lt created by panic