maggardJosh
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« Reply #40 on: September 26, 2016, 06:22:18 PM » |
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Turn UI Alright, so we've made a pretty big decision as far as game direction goes. We're giving each enemy type their own turn. It kind of feels like the natural next step for where we seem to be headed. Gameplay will be much slower, but also more deliberate and puzzle-y we hope! Above you can see our UI for showing what enemies are going to move next and in what order.
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Taxis
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« Reply #41 on: September 27, 2016, 01:03:34 AM » |
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As a simple viewer, I think that it's a right decision.
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maggardJosh
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« Reply #42 on: September 27, 2016, 12:27:01 PM » |
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New Playable Character - Archer The Archer will only move if there are no enemies in the direction you are trying to move, otherwise he will shoot at the enemy in that direction.
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bacon
Level 1
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« Reply #43 on: September 27, 2016, 06:52:09 PM » |
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This looks really interesting! Reminds me of some cross between Hitman Go and Auro.
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maggardJosh
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« Reply #44 on: September 28, 2016, 08:13:48 AM » |
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Voxel Destruction Alternative Physics voxel destruction is too much for mobile devices to handle (at least my crappy phone I'm using to test ) So here is our much more performance friendly alternative to that.
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maggardJosh
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« Reply #45 on: September 30, 2016, 07:51:05 AM » |
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Voxel Destruction Alternative #2 Yet another way we could destroy pieces. This one performs the best out of the methods, I think this is the one we'll go with.
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io3 creations
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« Reply #46 on: September 30, 2016, 11:59:26 AM » |
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But then the enemy has to be closer to the edge. But more importantly, what if there's somebody behind them? Then the enemy shouldn't fly through the other enemy. One other way might be to have the enemy sink vertically down with perhaps having a few voxel cubes fly an and get collected as in another image. Or maybe have to enemy simply fall backwards off of it's base and disappear after a while.
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maggardJosh
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« Reply #47 on: September 30, 2016, 12:33:26 PM » |
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But then the enemy has to be closer to the edge. But more importantly, what if there's somebody behind them? Then the enemy shouldn't fly through the other enemy. One other way might be to have the enemy sink vertically down with perhaps having a few voxel cubes fly an and get collected as in another image. Or maybe have to enemy simply fall backwards off of it's base and disappear after a while.
Maybe that gif is a bit misleading... They just get knocked backwards and disappear after a while, if another piece or the environment is behind them they will collide with them and bounce off.
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io3 creations
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« Reply #48 on: September 30, 2016, 12:47:54 PM » |
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Yeah, that's one of the things I had in mind and then the gif is indeed a bit misleading.
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maggardJosh
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« Reply #49 on: September 30, 2016, 06:38:06 PM » |
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Orthographic Camera Tricks! So here's a fun thing you can do when using an orthographic camera in your game. I needed the blue slightly transparent pieces to appear in front of everything else in the game, yet appear like they were on certain tiles. So I simply moved them towards the camera a bit!
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maggardJosh
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« Reply #50 on: October 01, 2016, 07:35:52 AM » |
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Tap Controls Working on making the mobile controls more user-friendly. Simply tapping on the tile you want to move to should be simple enough... right? Also pieces flash when it's their turn.
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maggardJosh
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« Reply #51 on: October 02, 2016, 04:15:10 PM » |
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Tap Control tweaks. Made the tap controls more blue and a little more transparent
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maggardJosh
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« Reply #52 on: October 03, 2016, 07:30:58 AM » |
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Dynamic Orientation Decided to allow either portrait or landscape in the mobile build
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quantumpotato
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« Reply #53 on: October 03, 2016, 08:02:51 AM » |
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I loved the look of bashing into an enemy, destroying their voxels and taking over their space! I think you lose something visually and in a sense of power when you use the sword but don't move into their space. Please reconsider that movement/attack requirement for your puzzles
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maggardJosh
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« Reply #54 on: October 04, 2016, 08:36:54 AM » |
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I loved the look of bashing into an enemy, destroying their voxels and taking over their space! I think you lose something visually and in a sense of power when you use the sword but don't move into their space. Please reconsider that movement/attack requirement for your puzzles Hey don't you worry, we have plans to bring that movement type back in another playable character
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maggardJosh
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« Reply #55 on: October 04, 2016, 08:38:07 AM » |
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New Destructable: Wooden Barrel Explosive Barrels! Explode a turn after you hit them and destroy anything in the surrounding 8 tiles
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quantumpotato
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« Reply #56 on: October 04, 2016, 11:58:36 AM » |
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Cool! Fantastic aesthetic. I like how you deliberately use "pieces" imitating a physical game board.. brings with it an expectation of low-detail, which makes it easier to develop. Then you add in high-detail effects, very nice.
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maggardJosh
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« Reply #57 on: October 05, 2016, 01:46:44 PM » |
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In some levels, destroying all enemies will reveal parts of the environment.
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maggardJosh
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« Reply #58 on: October 06, 2016, 07:06:45 AM » |
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Main Menu/Level Select
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maggardJosh
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« Reply #59 on: October 06, 2016, 04:49:48 PM » |
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New Enemies: Rogues! Moves every turn and will stab your face.
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