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84
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Community / Procedural Generation / Re: Swarm
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on: June 02, 2008, 08:17:55 PM
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Alpha version is done (har.) grab it here: http://www.box.net/shared/qdrway3kg0Very very VERY basic demo of the concept. The final (yes, i intend to finish it) will have more enemy types and patterns, and will get progressively harder as you go along. This version includes very basic procedural boss generation (arm length, number of heads, etc.) It goes on infinitely. This demo is just to give a gist of what the final version will feel like. Comments and suggestions much appreciated, _stwelin
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85
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Community / Procedural Generation / Re: Swarm
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on: May 26, 2008, 09:19:17 AM
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Progress screens. Just some basic 3-armed generations.    to add: - controls for symmetrical and asymmetrical generations
- weapon turrets on control points
- dynamic segment rotation (melee arms)
- progression (generations that become more complex as they are defeated)
- a name? D:
Cheers.
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87
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Community / Procedural Generation / Re: Swarm
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on: May 20, 2008, 04:46:18 PM
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looks cool.
my only suggestion is that you might need to make your collision detection a little more generous.
The video is a little misleading. Each of the enemies there takes 4 hits to kill, so believe me, the collisions are generous enough. Also, the player will almost assuredly be fighting against larger enemies such as bosses or minibosses. More to come soon...
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88
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Community / Procedural Generation / Swarm [DEMO - "FINISHED?"]
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on: May 19, 2008, 06:09:25 PM
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Alright, so here's my entry so far. I am taking a little bit of a minimalist approach and designing the majority of the game without anything but placeholder graphics. This has helped immensely, as I usually get sucked into making everything look perfect and then I get bored. Basically, my entry is an arena shooter with procedurally generated enemies. The enemies will most likely be bosses or minibosses. I wanted to stray away from small enemies, partially because attacking with the player is not especially precise. is just a little sample of what the gameplay might be. I'll try to describe what is going on: The ship constantly produces bullets, which are held in a shield-layer around the ship. When the player presses a key, the bullets in the shield-layer are transfered to a swarm of bullets, which the player's movement influences. Another key allows the player to fling the swarm of bullets across the screen. This allows the player to attack close enemies or enemies on the opposite side of the screen. Anyway, I'll stop blathering before this sounds really gimmicky. --==-- updt1: V DOWNLOAD Valpha v0.1: http://www.box.net/shared/qdrway3kg0
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89
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Community / VGNG / Re: Fantastic Blood Boy #COMPLETED#
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on: May 02, 2008, 12:04:24 PM
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Thanks for the nice comments and feedback everyone! 320,000-ish is my highscore, I was trapped in the corner, however, the clot made a solid block wall vertically and a horizontal 'jump-through' floor, that cornered the ceiling, and i was pushed into it, couldn't get out. Poor clotty... you will be missed.
Ouch  Sorry about that. I'll have a go at making it so that certain things can't be generated when too close to walls. You know that you can press down to go through the jump-through platforms, no? I was just thinking about that. I didn't realize it at the time though. One thing, perhaps, that would help to cure the chaos of finding the crystals when the game gets really hectic, how about, along with the "Protect!" bubble popping up when they are being attacked, the dotted line drawn to them from blood boy blinks red? It might make it a little easier to figure out what is going on. This game is really really fun!
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90
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Community / VGNG / Re: Fantastic Blood Boy #COMPLETED#
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on: May 01, 2008, 08:25:08 PM
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320,000-ish is my highscore, I was trapped in the corner, however, the clot made a solid block wall vertically and a horizontal 'jump-through' floor, that cornered the ceiling, and i was pushed into it, couldn't get out. Poor clotty... you will be missed.
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94
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Community / VGNG / Re: WLCotBG:BOfH
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on: March 05, 2008, 10:16:54 AM
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Yeah, i stuck two names together, sue me!
I think this is going to be a castlevania-ish game. We'll see how it goes.
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95
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Community / VGNG / Re: WLCotBG:BOfH
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on: March 04, 2008, 11:27:40 PM
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Fuck! I saw that and was just about to make an edit, but you BEAT ME TO IT. Oh well, maybe I can work in some crazy octopus innuendo catchphrase.
My game has BLOOD VOMITING. Can you manage to one-up me? Doubtful.
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96
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Community / VGNG / Re: WLCotBG:BOfH
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on: March 04, 2008, 11:13:47 PM
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 And because this competition is practically ABOUT cheesy catch phrases: "Oh yes, there will be BLOOD."
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97
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Community / VGNG / WLCotBG:BOfH
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on: March 02, 2008, 10:08:38 PM
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This is my entry's sanctuary.
We Love Cowboy of the Blood God: Blazing Octopus from Hell
More to come... tomorrow.
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98
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Community / VGNG / Re: Video Game Name Generator Competition
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on: March 02, 2008, 10:06:41 PM
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lol that thing generates some great names! I will make an attempt at realizing one of those names into an actual game. peace.
Man, everyone's coming out of the woodwork for this one.  Good to see you here Jph. -- You all best prepare yourselves for We Love Cowboy of the Blood God: Blazing Octopus from Hell
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