In two weeks' time I'll be done work and back from vacation, so I could probably contribute some pixels then!
I can help with pixels
As can I!
I'll make a list of what's most needed today!
I'd like to script some enemies and things, I'd just appreciate a brief tutorial outlining how to get started with something like that.
Also a list of enemies/objects that are needed and their expected behavior would make that more fun for me.
I'd like to help with scripting too. I can also do some small sprites if that helps more, though.
I'd be happy to do some scripting for items and enemies etc.
It would be handy to have a list of items and enemies required to get the core levels complete.
Yarr, I'll update the scripting guide and list out some core elements as well!
There's a few things that would, in my eyes, make this project so much better. Firstly, more regular, unstable updates so people can see that this project is going somewhere, Secondly, a proper site for the game with nicely formatted tutorials and possibly some way to share levels. I think these would really drum up some enthusiasm for BQ.
This is solid advice. I'll work on getting an update out at the end of the week. And I'll reformat the Milestone 3 main post with a more specific To Do list. The tech is done -- I'm ready to focus on the game!
Are item effects/behaviors still strongly embedded in Guys code?
Yeah, they are. Not sure how to abstract this sort of thing, his movement and logic are so intricate.
But I'm thinking, for the sake of finishing the game solidly, he should have a smaller set of abilities that play out in interesting ways, rather than a bunch of different, specific items across the stages. I wouldn't mind doing the items myself. Enemies and objects would really help, though. We need to start building a core set of baddies and traps and stuff that can be combined in interesting ways.
If any artists out there want to start designing global nemeses, that would be rad.