oodavid
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« Reply #4320 on: August 16, 2014, 03:11:18 AM » |
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My progression map now has unlockable hidden paths...
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Riho
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« Reply #4321 on: August 16, 2014, 03:23:06 AM » |
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Quarry
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« Reply #4322 on: August 16, 2014, 04:29:22 AM » |
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Hihihihihihihihi!
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zomboko
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« Reply #4323 on: August 16, 2014, 04:50:03 AM » |
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AidenBainsGames
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« Reply #4324 on: August 16, 2014, 05:08:01 AM » |
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Here's a screenshot showing the introduction to button-based gameplay. I'm still not sure if I'm entirely happy with the button graphics, so there's a good chance they might change?
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Mystic River Games
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« Reply #4325 on: August 16, 2014, 07:49:27 AM » |
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I've added more mechanics to my game and this week added oxygen into every space ship so fire can spread or extinguish by lack of oxygen, crew members also do get affected by the lack of it and so on.
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dustinaux
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« Reply #4326 on: August 16, 2014, 08:00:53 AM » |
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Adding some new monsters deeper into the cave:
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Timo Vihola
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« Reply #4327 on: August 16, 2014, 08:30:59 AM » |
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While working on the Hardland Greenlight trailer I thought it would be fun to make a butterfly for the town introduction shot so it can take the camera from location A to location B. There were a couple of options how to do it: 1. Make a long animation and export it into the game and cross your fingers it somehow fits into the random generated scenery. Cons: The animation is useless outside of the trailer. 2. Make a proper playable butterfly. Latter option seemed like the better one because the end result is a functional character which also has other uses and it promotes the modding aspect of the game. The flight component was already done for the chicken character, the only difference being that the butterfly has way more stamina so it can actually fly for a long duration. So after a couple of hours it became this fully playable butterfly:
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Quarry
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« Reply #4328 on: August 16, 2014, 08:34:16 AM » |
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That looks pre-rendered, this game never ceases to amaze me visually
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Laddo_D
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« Reply #4330 on: August 16, 2014, 08:57:49 AM » |
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New room types for the forest's level generation!
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Pehesse
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« Reply #4331 on: August 16, 2014, 09:04:53 AM » |
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(click to enlarge) Lots of stuff this week for Honey! It's been all about event linking and completion, and the general takeaway is that the VN segment of the game is now (fully?) playable, with a complete daily/monthly loop, all main choices doing their correct thing, and even losing conditions related to how you fare on the tests/if you attend! To present all of that, here's a small example/walkthrough of the first few days of the game, or at least one way to play them, since of course there are many, many ways to do things. Don't forget to click on the picture to be able to read it! I'm now going to focus on completing the lacking assets (backgrounds, mainly, though I'm going to consider trying some stuff to animate the characters during the VN scenes) and adding a couple more things to the prototype before sending it out to the hands of testers, and then I'm going back to work on the fighting part of the game.
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gambrinous
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« Reply #4332 on: August 16, 2014, 09:45:54 AM » |
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Battle screen with bigger sprites and attack animations (you'll have to imagine those)
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MrAwolf
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« Reply #4333 on: August 16, 2014, 10:14:53 AM » |
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Witches and Ghosts! Shots from the Highlands and Highlands tower.
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RadiationMutt
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« Reply #4335 on: August 16, 2014, 11:45:52 AM » |
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Alec S.
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« Reply #4336 on: August 16, 2014, 12:13:40 PM » |
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Ninjas, like velociraptors, know how to open doors.
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Kingel
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« Reply #4337 on: August 16, 2014, 02:01:00 PM » |
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I added colors to my puzzle game prototype, so now it's a little nicer to look at. Currently working on identifying potions through elimination, which is a bit trickier than identification from visible results. I'll make a devlog for it soon.
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JMStark
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« Reply #4338 on: August 16, 2014, 02:08:08 PM » |
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World 5 from Vacuous, Deep Space Factory:
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