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877907 Posts in 32895 Topics- by 24321 Members - Latest Member: videogamer1224

May 20, 2013, 05:32:31 PM
TIGSource ForumsCommunityCompetitionsOld CompetitionsAssemblee: Part 2Backworld [FINISHED]
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SirNiko
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« Reply #15 on: December 14, 2009, 11:35:43 AM »

Suggestions: some or all or none could be used.

Moving "screens" that you scribble on. When a scribble mark is made, it might slide up and down, spin around, etc, revealing passages or traps as it moves. The player must plan ahead and move quickly to avoid becoming trapped or squished.

An ability to simply see the backworld, so the player can plot out movements. Some levels might reveal the landscape to the player for a few moments, then force them to scribble from memory.

Limit the amount of scribbling that can be done, or how long it lasts. Players must quickly and efficiently scribble out the path to the end, then execute their movement before it wears off, or at least find a safe spot where they can recharge.

Any recharge mechanic implemented should not result in the player sitting around waiting to recharge: kill the player or set them back if they fail. If they succeed, they recharge instantly. Or, the player must continue moving forward while recharging (waiting in safety is not possible).

-SirNiko
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Saint
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« Reply #16 on: December 14, 2009, 12:47:52 PM »

Thanks!

Some of these ideas we already have in development but some we had not thought of at all. Keep them coming  Smiley

Any recharge mechanic implemented should not result in the player sitting around waiting to recharge: kill the player or set them back if they fail. If they succeed, they recharge instantly. Or, the player must continue moving forward while recharging (waiting in safety is not possible).

Oh, I totally agree. This is not really related to the development of Backworld but this was one of the things I liked about Gears of War - the active reload, meaning that instead of just forcing the player to find a safe spot and wait to reload there was a minigame to do it, meaning the player's skill determined how long he had to wait in some manner. There are tons of more to be done in this area, but it's a start.
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dspencer
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« Reply #17 on: December 14, 2009, 12:50:42 PM »

Holes in the backworld? Where you erase it to discover it, but once you've done so you can't undo it.
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Saint
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« Reply #18 on: December 31, 2009, 07:23:23 AM »

Backworld is slowly starting to come together! here are a few screenshots;

First, a quick look a concept level. This looks kind of primitive right now since we are trying out and tweaking concepts before adding detail:


And a sneak preview of the world map system:


... Everything is subject to change, of course.
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JMickle
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« Reply #19 on: December 31, 2009, 07:25:21 AM »

eagerly awaiting game
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Mocker
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« Reply #20 on: December 31, 2009, 11:41:50 AM »

I like the combination of the graphics and the interesting backworld/frontworld mechanic. This looks like it could be really elegant when everything comes together.
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« Reply #21 on: January 07, 2010, 03:06:31 PM »

Almost there! We'll be aiming to have something playable by saturday afternoon (UTC) and then update it with some music, new content and possibly some optimizations on sunday evening. I hope you all will like it =)



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Saint
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« Reply #22 on: January 09, 2010, 06:39:06 AM »

First public build downloadable!

Windows binary:
http://www.ekermo.se/proj/backworld_0_7.zip

... Please let us know what you think Smiley
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« Reply #23 on: January 10, 2010, 04:22:50 PM »

All done. See first post.

Also, we put up a video to wet your apetites;
http://www.youtube.com/watch?v=E38xm9cdfV4
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jotapeh
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« Reply #24 on: January 10, 2010, 05:44:05 PM »

Wow, wow, WOW. This is great. I get serious Braid vibes playing this. So well executed, beautiful, ahhhhh  Tears of Joy

PS. Thank you for an OS X build  Hand Thumbs Up Right
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hammedhaaret
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« Reply #25 on: January 10, 2010, 05:44:49 PM »

oh my.

this is brilliant. I will play this first thing tomorrow, if I can even sleep now.

 Hand Thumbs Up Right hammedhaaret


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« Reply #26 on: January 10, 2010, 06:44:43 PM »

Wow. This is absolutely amazing! I'm loving every minute!
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Saint
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« Reply #27 on: January 11, 2010, 10:19:57 PM »

Thanks, glad you like it =)

PS. Thank you for an OS X build  Hand Thumbs Up Right

This makes me especially happy since I spent some 4 hours fighting XCode in order to get it running, at the end of which I, frustrated and tired, thought "well, this was a waste of time since no-one is ever going to play this version".  Glad I was wrong  Tears of Joy
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Juha Kangas
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« Reply #28 on: January 12, 2010, 01:11:56 AM »

I'm also glad Smiley

Would be interesting to hear if any of you got stuck on particular levels (and such). Or maybe that discussion is better suited for the feedback forum later.


Also, big thanks to all you people who made the awesome assets that we used Smiley
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Perrin
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« Reply #29 on: January 12, 2010, 01:32:18 AM »

This is really good. Just played for a few levels up to Cryptic Caves where I got a little stuck. Will play some more of it later. Think you've done a really good job of coming up with more than one interesting way of using a central mechanic. Very Nintendo, and that's a compliment.

Very pleased you did an OSX version, meant I could play it on my main machine. Even my comp entry was Windows only sadly.
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