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May 07, 2024, 10:34:33 AM

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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsBootleg DemakesSHADE: Ghost Academy (FINISHED)
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Author Topic: SHADE: Ghost Academy (FINISHED)  (Read 36322 times)
muku
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« Reply #20 on: August 03, 2008, 05:34:36 AM »

anyway XNA runs flawlessy both in xp and vista

Doesn't help you when you're running Win2k.
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Massena
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« Reply #21 on: August 03, 2008, 07:40:04 AM »

I won't change the name, I've made a logo and I'm going to stay with it. If I start doubting myself I won't get this game done I know it.

I use XNA because I like C# and because I have a working game skeleton so I can get a running start.

DAY TWO:
 Created a WIP development sprite sheet.
 Worked on controls.
 Adjusted a lot of properties for the main character.
 Created the game font and HUD elements.
 Came up with an idea for real time event puzzles.
 Started sketching on enemy behavior.
 Research.



I see what you mean and the logo does look mighty good!


i said I'm using XNA for Cirle now?


(it's true)
anyway XNA runs flawlessy both in xp and vista, you just need to install the .net framework 2.0 or above, if your pc does not, you did a mess, uninstall all the stuff an reinstall a vanilla copy of the framework and it will run for sure

I tried that.

3 times.

I'm not touching that shit again.

It probably won't help much, but the installer for "Narcoleptic Soccer Rush" from the Game Name Generator compo installed all the framework confusion for me.
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« Reply #22 on: August 03, 2008, 10:16:25 AM »

I think a new name should be used, something more obvious. Stellarvessel: Poltergeist?
I wholeheartedly disagree with this comment. I don't like that so many of the entries are having super-obvious names. S H A D E  is awesome.
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Annabelle Kennedy
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« Reply #23 on: August 03, 2008, 10:18:48 AM »

I wholeheartedly disagree with this comment. I don't like that so many of the entries are having super-obvious names. S H A D E  is awesome.

Ill definitely agree with this.
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Robotacon
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« Reply #24 on: August 03, 2008, 01:56:11 PM »



Here is the female protagonist sneaking around.

Edit: I think I'll use the first one. The second one was my attempt to make something that could actually run on NES but I don't think I can live with that.
« Last Edit: August 11, 2008, 11:34:18 AM by robotacon » Logged
Derek
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« Reply #25 on: August 03, 2008, 02:21:34 PM »

Looks good, love the diary.  You should include it with the game!

And yeah, don't worry about XNA - stick with what you're comfortable with.
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Robotacon
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« Reply #26 on: August 03, 2008, 02:34:17 PM »

That's a great idea Derek. I'll definitely do that.  Beer!
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Robotacon
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« Reply #27 on: August 07, 2008, 12:59:09 AM »

With the forum down I managed to put a lot of hour into my entry instead. I'm not sure it really shows. While Arcade Academy is a game that is made with auto generated content and automatic tile selection I want full control over the level designs and tile placement in Shade.

I think I have a fairly clear picture of the direction this project is going. I want it to be a sneak-em-up with planting of bombs, sniping and cloaking.

I've decided that planting of a explosive device or painting a target for nuking will call the end of each level.

Cloaking is easily implemented and will no doubt look awesome with the engine I've got. Every enemy will have awareness of their surroundings but I'll probably skip line of sight all together.

That leaves sniping which I had a really hard time with but I think I've got it solved. The map will be circular so when you walk long enough in one direction you will end up in the beginning where you stared. This makes it possible to have a parallax layer in the background showing the other side of the circular map. It will then be possible to snipe enemies or paint areas for nuking from afar. You simply zoom into the parallax and show the other side from behind.

Oh, I've almost forgot, there are some sort of quick-time-events in Ghost that I want to copy. I plan to make something similar to playing the ocarina in Zelda to perform certain special actions.

I like the fact that the deadline is so tight. What ever gets in to the game gets in and the rest won't make it.

Edit:
 I forgot to include the mock-up.
 
 I have some contrast problems and some depth issues but I'm working on it.
« Last Edit: August 11, 2008, 11:34:42 AM by robotacon » Logged
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« Reply #28 on: August 07, 2008, 01:00:15 PM »

You've gotten farther than Blizzard.
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« Reply #29 on: August 07, 2008, 01:33:14 PM »

Beautiful pictures. The sniping idea is very cool, although potentially a bit weird.
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Robotacon
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« Reply #30 on: August 07, 2008, 01:59:28 PM »

Thanks for the kind words.

The sniping may be weird but at the same time it could be the thing that makes this game different and worth playing. I think it's going to be the last thing I implement so it might not make the deadline.

What I'm most worried about is how to make the game fun to play. As soon as the competition is over I won't spend another hour on it so if it sucks I'm going to be depressed.
« Last Edit: August 11, 2008, 11:35:48 AM by robotacon » Logged
Robotacon
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« Reply #31 on: August 08, 2008, 12:45:54 PM »

Here's a screenshot from a running version of the game.



EDIT: Sorry I messed up and posted the wrong screenshot. Fixed!

I can't decide on whether to make a story driven game or an action driven game.
I don't think it's possible to have both...  or is it?
« Last Edit: August 11, 2008, 11:36:10 AM by robotacon » Logged
Derek
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« Reply #32 on: August 08, 2008, 12:51:53 PM »

I can't see no screenshot. Sad
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« Reply #33 on: August 10, 2008, 02:49:30 AM »

looks awesome  Beer!
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« Reply #34 on: August 12, 2008, 12:48:00 PM »

Screenshot with shaders applied and improved HUD.



I'm a bit behind on AI and level design and I haven't added the quick time events yet but I'm confident that I will get it done before the deadline.

PS.
I moved all diary entries to the first post in this thread so I don't have to double post.
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Robotacon
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« Reply #35 on: August 17, 2008, 01:07:52 PM »

I have a question for the collective.

Would you rather play a game where you know exactly what moves you could make (i.e you can look it up in the manual) or is it more fun to play a game where you have to figure out things like that on your own?

I won't have any NPCs that can help you out, perhaps mission directives that's all.
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« Reply #36 on: August 17, 2008, 01:37:13 PM »

I like a mix. Something that tells you the basics and a few cool things you can do - the stuff that's necessary to beat the game - and have anything else open for discovery.
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Melly
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« Reply #37 on: August 17, 2008, 01:54:02 PM »

Many games will tell you the core basics, but have many advanced techniques, intended by the developers, remain hidden from any manuals or tutorials, to let players discover new ways to play the game by themselves.
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« Reply #38 on: August 17, 2008, 02:47:38 PM »

Super Metroid has alot of "secret" abilities, and is all the more awesome for it.
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« Reply #39 on: August 24, 2008, 12:11:12 PM »

Great idea, always felt sad about Blizzard pulling the plug out of the Starcraft:Ghost project. I did hear that they intend to make Starcraft:Ghost one day though.

Anyways, looking good so far, definitely a project I'm going to follow!
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