davidp
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« Reply #280 on: February 14, 2011, 03:48:10 AM » |
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This game could turn out to be a killer.
Awesome stuff so far, also GG for shojin - great stuff man.
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ink.inc
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« Reply #281 on: February 15, 2011, 04:33:27 PM » |
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Just got Photoshop and GameMaker reinstalled. This is the broken escape pod you start the game in. Does anyone know any good reference material for smoke/clouds?
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ink.inc
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« Reply #282 on: February 15, 2011, 05:02:27 PM » |
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Screenshot. Ignore the orange text in the bottom left. It's just debug stuff. I need to fix up those water tiles. Not lookin' so hot.
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shojin
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« Reply #283 on: February 15, 2011, 06:11:39 PM » |
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Screenshot. Ignore the orange text in the bottom left. It's just debug stuff.
I need to fix up those water tiles. Not lookin' so hot.
OMGOMGOMGOMGOMGOMGOMGOMG
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Noahz0r
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« Reply #284 on: February 15, 2011, 07:24:14 PM » |
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Even muddy chords sound good in this..
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irpwnu2
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« Reply #285 on: February 15, 2011, 08:52:49 PM » |
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That screenie looks awesome. I can not wait for this game to come out.
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ink.inc
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« Reply #286 on: February 15, 2011, 09:19:55 PM » |
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Heh, thanks.
Anyways, spending tonight working on UI stuff. Menus, buttons, glowy thingys. The usual.
After that, I need to fix the building and digging systems.
And after that, art assets out the ying-yang (backgrounds, creatures, items, etc.)
And lastly, the AI Director.
The laptop switch slowed me down a bit, but I'm back in business now.
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« Last Edit: February 15, 2011, 09:26:12 PM by John Sandoval »
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FK in the Coffee
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« Reply #287 on: February 15, 2011, 09:23:51 PM » |
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This is so fucking sexy I don't even
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shojin
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« Reply #288 on: February 15, 2011, 09:26:49 PM » |
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Even muddy chords sound good in this..
Huh?
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ink.inc
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« Reply #289 on: February 16, 2011, 01:51:36 AM » |
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A mockup for the UID (universal interface device) upgrade system. The way it works is by paying Mana, a substance dropped by monsters and found naturally scattered around the planet in gaseous form. Upgrades follow a simple tree system; unlock certain bonuses to gain access to more bonuses of the same type (movement, defensive, offensive, or miscellaneous). This one's a mockup of the main menu. The planets/moons will be revolving slightly. Simple, but you get the point. Did a bunch of planning on potential upgrades. Sleep now. Doin' an all-nighter, folks.
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« Last Edit: February 16, 2011, 01:59:35 AM by John Sandoval »
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:^)
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« Reply #290 on: February 16, 2011, 02:39:13 AM » |
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Screenshot. Ignore the orange text in the bottom left. It's just debug stuff. I need to fix up those water tiles. Not lookin' so hot. that is so fantastic. You're doing a great job on the art so far. I hope the gameplay meets up. The music is wonderful too, Shonen.
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ink.inc
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« Reply #291 on: February 16, 2011, 02:42:14 AM » |
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Here's one for the storage menu. There are two types of inventories in the game: the players, and the storage. The players are limited to carrying 5 different types of items (the amount of that item varies; obviously you can hold more rations than say, shotguns). To alleviate the weight, players may put their items in the storage bin, where they are safe from the weather and the creatures that live on Vergessen.
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ink.inc
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« Reply #292 on: February 16, 2011, 03:26:58 AM » |
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In making the switch in gameplay focus from 100% exploration to 40% exploration 60% holing down in one place, I've added a little farming system. Now, it's a lot more difficult to farm than it sounds; even though your crops are genetically engineered superplants that can basically grow anywhere, very few segments of land on Vergessen are hospitable enough to support plantlife at all. On top of that, your crops must be guarded around the clock, as they attract hungry foes. In order to balance it out and make sure that the players don't have vast stores of food, the AI director will spawn snowstorms accordingly. If you guys want a frame of reference for what the game will end up being like, think "My Side of the Mountain", by Jean C. George, except with two people, a snowy wasteland, and without everything turning out for the best.
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Will Vale
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« Reply #293 on: February 16, 2011, 03:40:22 AM » |
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I absolutely adore the UI art - great mix of pixel-level attention to detail and macro-level cleanliness.
It feels like you're sort of riffing on Flashback (for the pixels) or perhaps Another World? Not that it's the same, but there's the same sense of otherness and alienation (and 1970s album covers) in there.
Really looking forward to playing this when the time comes!
Will
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SundownKid
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« Reply #294 on: February 16, 2011, 06:13:52 AM » |
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That last track is great! This game looks to be epic.
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shojin
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« Reply #295 on: February 16, 2011, 06:44:02 AM » |
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Hey John, did you ever get my email with the new track?
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ink.inc
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« Reply #296 on: February 16, 2011, 07:31:32 AM » |
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Yeah; I just checked, and it's there. Should probably do that more often.
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shojin
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« Reply #297 on: February 16, 2011, 10:08:01 AM » |
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Yeah; I just checked, and it's there. Should probably do that more often. Haha, maybe. I'll see if I can get some more done this Thursday/Friday. Only two more tracks to go! Then sound effect madness in the last week. Haha.
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Coriform
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« Reply #298 on: February 16, 2011, 11:35:04 AM » |
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Oh man, oh man, oh man, I am SOOOO excited for this!
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Nugsy
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« Reply #299 on: February 16, 2011, 12:16:48 PM » |
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This is really starting to come together now. Keep at it John!
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