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878048 Posts in 32903 Topics- by 24325 Members - Latest Member: hoplite21

May 21, 2013, 04:11:22 AM
TIGSource ForumsDeveloperFeedbackDevLogsGame Dev Diaries: Mega Monster Mania
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Author Topic: Game Dev Diaries: Mega Monster Mania  (Read 10917 times)
Stegersaurus
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« Reply #15 on: December 18, 2009, 05:52:14 PM »

Episode 9 is up, and more enemies are there! With all these projectile enemies I feel like I'm playing a shmup!

http://www.youtube.com/watch?v=lUKP5jdnYv8
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Mega Monster Mania - Procedural, fast paced dungeon running
Stegersaurus
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« Reply #16 on: December 21, 2009, 06:17:35 PM »

Episode 10 is up, with a variety of nicer swords/bows and a new usable item (but no new menu graphic for that one, pfft!)

http://www.youtube.com/watch?v=kNUumVIwZiE
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Stegersaurus
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« Reply #17 on: December 22, 2009, 05:25:26 PM »

More procedural level generation! Replaced those generic square rooms with custom shapes I can define internally, as well as a way to make "wrong" paths. This should also help provide some more variation once I have different world themes in place.

http://www.youtube.com/watch?v=c8bS_FAhSCY
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C.A. Sinner
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« Reply #18 on: December 22, 2009, 05:45:37 PM »

Just dropping by to say I've been following this and it looks like it's shaping up to be pretty good! Shame I don't have XBLIG in my country.  Sad
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Stegersaurus
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« Reply #19 on: December 22, 2009, 06:26:03 PM »

Thanks! I might push out a PC version as well. The biggest hurdle for me on a PC version though is setting up a "proper" installer for the game (packaging in the XNA requirements and not using Visual Studio's fairly lousy "publish" feature is not something I jump at the opportunity to confront)
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Stegersaurus
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« Reply #20 on: December 23, 2009, 08:46:44 PM »

Late upload today, but anyway... after a lot of nagging I've updated the HUD to a degree so things aren't so... icky Smiley

http://www.youtube.com/watch?v=UhgFFz6PoBE
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BlueSweatshirt
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« Reply #21 on: December 24, 2009, 12:36:25 PM »

Sweet updates, today.  Smiley

The game is coming along nicely.
I realize that right now the map is mostly just to see how the generation came out, but it really could use a makeover if you plan on keeping it.

And I don't know how the game's control scheme works, but you might want to try letting the player zoom in and out as they please.

Also, don't be afraid to space out the HUD over the entire screen. Clumping everything together in one big corner is generally one of the worst things you can do.(imo)

Good luck!
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Stegersaurus
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« Reply #22 on: December 24, 2009, 08:32:41 PM »

I realize that right now the map is mostly just to see how the generation came out, but it really could use a makeover if you plan on keeping it.

I can get impatient with environment art, but yea... along with "Fixing" the current tiles I plan to have more variety within levels as well. Lots of themes, ground that matches walls (tile floor with canyon walls? what's up with that?) and probably varying unique landscape details so that players don't suffer from "Every hall looks the same" syndrome.


And I don't know how the game's control scheme works, but you might want to try letting the player zoom in and out as they please.

Good idea, though the scale I have now is the current "max" it wouldn't hurt to let them zoom in if they want to do some art appreciation  Well, hello there!

Also, don't be afraid to space out the HUD over the entire screen. Clumping everything together in one big corner is generally one of the worst things you can do.(imo)

My HUD is very vertical. I don't think it's horrible (the map will be moving somewhere else entirely though). I like two things, keeping the HUD minimal, and centralizing information. Spreading the HUD over a large area makes the player move their eye around a lot to gain quick information. That's why I prefer putting it all together. Lots of Diablo-likes and some old FPSs tend to spread information across the bottom of the screen. It's a possibility but not something I'm jumping at right yet.


Also... it's Christmas Eve and I made another new episode! Started on the menus for the game. I've been feeling that "the longer you work on a project, the slower things start to go" syndrome. I think I need to re-evaluate my timelines and maybe do a big push soon, because I feel like at this rate I might be in trouble soon!

Oh yea, the link!
http://www.youtube.com/watch?v=tuPjaV2cQD0
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Stegersaurus
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« Reply #23 on: December 26, 2009, 05:15:59 PM »

Episode 14 is up.. vwoot map and menu stuff

http://www.youtube.com/watch?v=P_WCbXugEyI
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« Reply #24 on: December 26, 2009, 05:35:31 PM »

It's shaping up real nice man, but the menu is ass.

The first time I've seen that kind of interact-with-options-as-game-world-objects menu I thought it was cool, but when the novelty worn off all that was left was an obstacle between me and the actual gameplay.
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Stegersaurus
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« Reply #25 on: December 28, 2009, 07:34:47 PM »

The first time I've seen that kind of interact-with-options-as-game-world-objects menu I thought it was cool, but when the novelty worn off all that was left was an obstacle between me and the actual gameplay.

It's a very minor obstacle (and stops players from needing a secondary set of controls just for the menu) and works in my mind for a game that you play locally with other people who may not be already familiarized with the game. In other words, very likely not something I'm going to be changing, sorry Smiley.

Episode 15 is up! Not all menus are running around, but these new menus are ugly. I've got the new weapon/armor/store equip screens more functional now so players can change their weapon loadouts between levels.
http://www.youtube.com/watch?v=RmRRUtpBv9s
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« Reply #26 on: December 30, 2009, 01:08:38 PM »

DAY 16?!!!
 Angry

Liked this so far, so carry on.
I check in regularly, and its a bit dissapointing to comeback to no updates.  Lips Sealed
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Stegersaurus
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« Reply #27 on: December 30, 2009, 01:40:43 PM »

DAY 16?!!!
 Angry

Liked this so far, so carry on.
I check in regularly, and its a bit dissapointing to comeback to no updates.  Lips Sealed

I'm sorry, I've been working on some things for the release of Battle Beat since that's nearing the end of its review cycle, so I haven't had as much time for the new game. Later today I'll probably have a new Battle Beat trailer and maybe a new game dev diary. All this juggling is making me dizzy!
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Stegersaurus
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« Reply #28 on: December 30, 2009, 10:30:45 PM »

Day 16 is up now... so sleepy... zzzz

http://www.youtube.com/watch?v=Hp5zdJ_MZQA
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« Reply #29 on: December 31, 2009, 12:32:04 AM »

 Coffee
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