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Sparky
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« on: December 12, 2009, 09:11:30 PM » |
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Competition Version (10 January, 2010)Play Tiny Crawl v.0.25changes: - All new UI!
- Funky procedural sound (will be improved in future releases)
- Monster search parties start arrive if we stay too long in one level
This competition looks like a lot of fun. I'll be making something too. Cheers to all the other people participating- it looks like we'll end up with a lot of fun games on our hands come January. I'm working on a streamlined room based RPG. I'm trying to keep the ingredient count nice and low. One other thing I'm trying to do is make the game feel pretty tactile (despite being turn based) through a combination of responsive controls, sound, and effects. The game is playable now, but it's not quite ready to post (it's still pretty rough around the edges). I do, however, have a some goodies for you. Firstly, here is a demo of an early version of the dungeon generator. This is set to churn out an endless stream of level 1 dungeons: Dungeon Generation DemoSecondly, here are a couple of screenshots: In the first dungeon, an adventurer discovers that eating mushrooms restores health This is a sample run of the dungeon generator linked to above. Dungeons are large enough that it's costly to clear them fully, so we tend to leave a significant portion of each floor unexplored as we descend.
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« Last Edit: January 11, 2010, 12:01:56 AM by Sparky »
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yokomeshi
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« Reply #1 on: December 12, 2009, 10:09:31 PM » |
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I like the aesthetic here. It'd be pretty awesome if each floor had a different palette, which shifts slowly as you descend: level 1 is a cheery blue on white, level 20 is an eerie light grey on purple, level 99 is blood red on black, etc.
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Sparky
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« Reply #2 on: December 12, 2009, 10:26:28 PM » |
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Yeah, that might be really effective. If I do end up tinting things, I'll definitely do unique level colors. And even if I don't, I'll make sure the levels are visually distinct from one another in some way (tile swaps, etc.).
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Sparky
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« Reply #3 on: December 13, 2009, 05:58:40 PM » |
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SirNiko
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« Reply #5 on: December 13, 2009, 07:11:56 PM » |
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Yeah, that might be really effective. If I do end up tinting things, I'll definitely do unique level colors. And even if I don't, I'll make sure the levels are visually distinct from one another in some way (tile swaps, etc.).
Can you reach LEVEL RED? The fun cannot be halted! -SirNiko
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Slashie
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« Reply #6 on: December 13, 2009, 07:56:33 PM » |
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This looks interesting! 
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Sparky
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« Reply #7 on: December 13, 2009, 08:47:00 PM » |
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...didn't know rats hatch from eggs.  Neat game mechanic tho.   Well they do, you know. They're just very tiny eggs  . Actually my thought was that the sprites were ambiguous enough that I could cast them as weird fantasy monsters. I'll try giving them names and see if that does it. But maybe Oryx was right and I need to use the less recognizable ones  .
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oryx
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« Reply #8 on: December 13, 2009, 09:04:52 PM » |
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Actually my thought was that the sprites were ambiguous enough that I could cast them as weird fantasy monsters. I'll try giving them names and see if that does it. But maybe Oryx was right and I need to use the less recognizable ones  . You could use snakes, spiders, worms, flies, scorpions as the egg layers? and use the rats/dogs/wolves/etc on a different themed level? I should have made a few more weird/less recognizable ones  .
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SirNiko
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« Reply #9 on: December 13, 2009, 09:07:48 PM » |
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Just use eggs. Fantasy games have made larger leaps of logic than egg laying mammals.
-SirNiko
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Inanimate
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« Reply #10 on: December 13, 2009, 09:19:01 PM » |
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The platypus is the ancestor of every mammal in this fantasy world.
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Sparky
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« Reply #11 on: December 13, 2009, 09:49:23 PM » |
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I'm adding in a mouse-driven interface- the game will be fully playable either with the keyboard or with the mouse. I've got it set up so it hides the cursor and uses a 1 bit sprite instead, but now I have to go hunting and find a good mouse cursor in the Part 1 assets.  The platypus is the ancestor of every mammal in this fantasy world.
It's true. Some platypi and a couple of echidnas landed here in a colony ship several million years ago and begat some egg laying offspring, and it's all been in evolution's hands since then...
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« Last Edit: December 13, 2009, 09:53:40 PM by Sparky »
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dbb
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« Reply #12 on: December 14, 2009, 12:11:36 PM » |
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I'm adding in a mouse-driven interface- the game will be fully playable either with the keyboard or with the mouse. I've got it set up so it hides the cursor and uses a 1 bit sprite instead, but now I have to go hunting and find a good mouse cursor in the Part 1 assets.
Hurrah for game designers who let the user play the game the way they want to, rather than the way the designer thinks they ought to! Hurrah, I say! Seriously, I was very impressed with Star Guard and I'm looking forward to this.
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Galaxy613
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« Reply #13 on: December 14, 2009, 12:26:03 PM » |
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I'm adding in a mouse-driven interface- the game will be fully playable either with the keyboard or with the mouse. I've got it set up so it hides the cursor and uses a 1 bit sprite instead, but now I have to go hunting and find a good mouse cursor in the Part 1 assets.
Don't even get a mouse cursor, use a crosshair but make it so when you hold it over something, it inverts the color of the crosshair so you can always tell what's a the crosshiar... just an idea.
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Pixelfish
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« Reply #14 on: December 14, 2009, 05:36:40 PM » |
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Ooooh. I like it. This already looks addicting. 
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