horsman
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« on: January 29, 2013, 02:28:05 PM » |
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Survival2D procedural wilderness survival simulationI've been planning to make this game for a year and was able to start on it last week. I'm very excited to continue work on the game and develop my pixel art and gameplay design skills. I'll post here as I complete more. https://www.facebook.com/ijustwanttolive
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« Last Edit: February 08, 2013, 01:41:35 PM by horsman »
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Connor
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« Reply #1 on: January 29, 2013, 03:48:24 PM » |
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looks neat! might be looking at this a bit more. if you need any help, you know where to ask.
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Alex Higgins
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« Reply #2 on: January 29, 2013, 03:57:56 PM » |
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The animation looks fabulous. Nice.
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Belimoth
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« Reply #3 on: January 29, 2013, 04:07:20 PM » |
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Oh man, this looks like fun.
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horsman
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« Reply #4 on: January 29, 2013, 06:36:48 PM » |
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nom nom nom I made this guy tonight.
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Derqs
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« Reply #5 on: January 30, 2013, 04:21:04 AM » |
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Very pretty, I really like the colours you used
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horsman
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« Reply #6 on: January 30, 2013, 03:20:15 PM » |
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About inventory:
I haven't developed my opinion on inventory in games yet.
I feel like managing inventory is a part of a game that is often one part boring, one part frustrating, but deciding what to take and what to keep can be interesting and add to challenge and story.
Compare and contrast these sentiments:
I killed a pig, but left the meat, I needed the sinew and stomach, and didnt want to leave my bow behind. I will pack the stomach and sinew back at camp and trek out for the meat. Hopefully I can get it before sundown and it hasn't been scavenged.
This fucking game makes me walk around so much its frustrating. The arbitrary number of inventory slots is neither realistic (objects can be several different sizes) or generous enough
What are your thoughts on say having a 10 slot inventory (no stacking) vs an infinitely scrolling list? You guys have any insights?
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koiwai
Level 1
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« Reply #7 on: January 30, 2013, 04:00:22 PM » |
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I think, small inventory size is fine, if you don't have extensive crafting system. Have you ever played Wayward? It is a game about survival in a similar setting. In Wayward, you end up with tons of different stones, branches, crafted tools, and random loot. You can carry a lot, but it is always not enough. Chests/bins/boxes/bags to store and carry your items, of course, can mitigate the issue. In general, very limited inventory make you think and plan, which is nice. But the game must let you do this choice. If some items like bows, knifes, food are going to be absolutely necessary to have all the time, then 50-80% of the inventory will be always occupied with those items, and you will not have much choice... So, the game must be flexible enough to let you make choices, select items wisely. Then, the game will be really great! What do you think?
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horsman
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« Reply #8 on: January 30, 2013, 10:52:56 PM » |
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latest progress shows the concept for inventory display (holding a button) and looking around
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« Last Edit: January 30, 2013, 11:48:27 PM by horsman »
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Thecoolestnerdguy
Level 2
while(!succeed) try();
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« Reply #9 on: January 31, 2013, 02:32:45 AM » |
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Looks really awesome. I also think a small inventory would be fine, but there could be "upgrades" maybe. Like a backpack? Following
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minecraft didnt copyright squares
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horsman
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« Reply #10 on: February 05, 2013, 12:10:04 AM » |
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Added birds and a boar and more
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Lain
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« Reply #11 on: February 05, 2013, 05:58:59 AM » |
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This looks pretty awesome. __ I really like the oldschool feel of it.
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jO
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« Reply #12 on: February 05, 2013, 06:27:16 AM » |
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I really love the way you animated those birds. So simplistic, but perfectly gets across the image of birds.
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horsman
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« Reply #13 on: February 05, 2013, 09:11:39 AM » |
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@Lain thanks. This is my first time attempting to do art for anything "big". I really appreciate the comments. @jO your game is the game I look forward to the most of any on this board, so hearing that from you is something that make me jump with pride.
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horsman
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« Reply #14 on: February 07, 2013, 01:47:13 AM » |
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I'm working on his hunting stance.
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horsman
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« Reply #15 on: February 08, 2013, 02:06:33 AM » |
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And heres the final product. In this case the top will be subbed out for a few different actions like swinging, throwing, shooting an arrow.
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Martin 2BAM
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« Reply #16 on: February 08, 2013, 06:06:43 AM » |
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Everything looks so alive and retro. I love the environment effects, great job!
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horsman
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« Reply #17 on: May 27, 2013, 03:39:00 PM » |
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Since I have been really bad about updating this I'm going to start trying a more stream of consciousness approach to logging. - Added ability for different area types (rocky, grassy, beach, jungly) - Added ability for recipes. Need to make frontend still. - Bow shooting animation Also I stashed and deleted by mistake on git and lost a bunch of work too. Rad. Up Now: - extending tk2d to support multiple, named anchors on Sprite collections - Adding hierarchical animation system - Recipe front end - Figuring out about item stacking or not stacking - Some sort of gameplay.
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