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Community / DevLogs / Re: The Salvage | Sci-fi artifact hunting via destructible terrain
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on: September 30, 2010, 02:02:48 PM
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i would like to see the flying device in motion. imo the device makes the whole suit look lightweight and like princess peach  ...  are you sure that a plain jetpack/jetboots/"jetchair"/"jetbutt" wouldn't do it? maybe a barrel/"spray can" like jetpack that can be used up? i love the sketches. Glad you like the sketches.  I want some of the tech in the game to have a slightly mysterious feel about it. 'Byzantine' is a word that keeps popping into my head. A lot of it is derived from the sorts of artifacts that you search for, hence their value. If the suspensor makes the player seem suddenly feather-light, that's a good thing to me. Some of your character's tools are analogous to a street urchin from a Brazilian favela using a cel phone to magically contact someone on the other side of the planet. (edited for punctuation)
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Community / DevLogs / Re: The Salvage
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on: September 28, 2010, 07:06:32 AM
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your style is purely awesome, the last ones remind me of the Shadow of the beast on Amiga ...how about your coding efforts so far ?  i could contribute pointless one level demos, if you like  Getting compared to Shadow of the Beast is more of a compliment than I deserve, but it's definitely a sign I'm getting better. I'm not a programmer, I just do art/concept/design. My friend jkd will be programming this. We were discussing some workflow strategies last night actually. When any kind of playable demo or prototype is ready it will be released. Until then I'm going to keep plugging away at assets and game design. http://scutanddestroy.files.wordpress.com/2010/09/salvage-suspensor-pixel-variations.pngSome variations on the suspensor sprites. I think the top-left or bottom-right are what I'll go with.
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Community / DevLogs / Re: The Salvage
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on: September 26, 2010, 01:29:34 PM
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I'm pretty unfamiliar with console games, but from my youtube research Snake can grab hold of a little rotary vtol thingie? Looks pretty cool. 
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Community / DevLogs / Re: RUINS: Psycholler Action Team
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on: September 24, 2010, 09:37:13 AM
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Yeah just scale up the pixels with each zoom level. To me it has nothing to do with 'retro' or anything, pixel art just looks fine when you can see the pixels. How about this, if the game is a hit you can hire or entice an artist to come in and redraw everything to the way you'd prefer, but don't let niggling little things like that stall your overall vision.
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375
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Community / DevLogs / Re: Nautica: A Sailing Adventure Game
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on: September 24, 2010, 07:29:44 AM
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This game had better involve tying knots. I'm descended from a long line of mariners and I demand at least twenty unlock-able knots.  This made me laugh... and then ponder... I think this could be a genius idea.
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Community / DevLogs / Re: The Salvage
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on: September 23, 2010, 01:00:45 PM
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it looks I will be having your babies...like it or not  Bold move, have you even got the requisite junk available? Thanks for the vote of confidence though. Thanks to everyone who's enjoyed seeing the project thus far. 
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Community / DevLogs / Re: Catapult for Hire
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on: September 23, 2010, 11:26:21 AM
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Works great. I love being able to drag the camera along the trajectory path and then swivel it around, very useful for post-launch analysis.
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Community / DevLogs / Re: The Salvage
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on: September 22, 2010, 10:00:41 AM
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  I had forgotten to make numerals for my font. There are now numerals. Huzzahs all around!
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