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141
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Community / DevLogs / Re: Panzer Planet
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on: January 04, 2011, 09:55:53 AM
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Looks cool! I'm a little bothered by the static camera angle, for some reason I think it would feel better if it were a locked overhead/isometric view or some kind of moving camera.
I am pretty devoted to Unity but I've always been curious about GameStart. I spent few minutes poking around in it once but couldn't really think of anything to make, I will try to find some time to make a spacewar clone or arena shooter like I do with every other engine/tool I've ever used.
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142
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Community / DevLogs / Re: Her Majesty's Royal Space Armada
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on: January 04, 2011, 08:23:31 AM
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The big spearhead shaped pieces revolve around the center. To make any ship model I sketch out a vague idea of what I want (in this case, big triangular things protruding horizontally or vertically from a central spindle / fuselage) and just fool around in the modeller for an hour or two until I get something that I think looks cool. I then proceed to assign UVs to "color" the model, and create various minor touches like the horizontal lights on the spindle, stripes, or antennae.
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143
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Community / DevLogs / Re: Her Majesty's Royal Space Armada
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on: January 03, 2011, 08:11:16 PM
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 A wild starbase appears! I'm moving away from the "jumble of planets" map to a "one or maybe a few planets, with various capturable bases" map. I still need to completely rework combat, though, since it is still basically a practice of throwing masses of ships at each other. Lots of plans, but not enough time spent implementing them!
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147
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Developer / Design / Re: So what are you working on?
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on: December 24, 2010, 01:26:11 PM
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working on my EGP entry  That looks freakin awesome. I had a kinda cool EGP idea but never got around to starting on it, and now I have some projects that are a bit higher priority. :/
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149
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Developer / Technical / Re: Spawning Characters
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on: December 22, 2010, 11:25:43 AM
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I'm currently having this issue too so the discussion is much appreciated. Even though the spherecast is enough for my needs, for some reason it's not working for me.
I would go the extra step and make a component on the trigger object that would start a timer that, when timed out, spawns the actual object and kills the trigger automatically. Your spawning code would then want to instantiate the trigger object instead of the actual object.
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151
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Developer / Playtesting / Re: PAINcube
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on: December 22, 2010, 07:00:39 AM
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Yeah, that is a good idea, since bouncing back could add more physics hilarity. You can generally avoid falling off by not pulling the cube too far in any one direction.
I got the tweeting idea from Gravity Hook, so sue me. I thought Twitter was pretentious until I realized there are a lot of cool people that post cool links on it, it's not just vapid people telling everyone what they ate for breakfast.
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153
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Community / DevLogs / Re: Can I, should I, make a fighting game
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on: December 21, 2010, 01:49:55 PM
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There need to be more indie fighting games, so I fully support this idea. I'll check it out when I get home. I am super confident there is space for indies to experiment and succeed in the fighting game space ever since playing NIDHOGG.
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154
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Community / DevLogs / Re: Her Majesty's Royal Space Armada
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on: December 19, 2010, 07:16:34 PM
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Finally got working on this project again! I have a crapton of ideas for the campaign mode, and I feel it's going to influence the tactical battles so much that I should at least get some basics done. Recently I got some basic galaxy generation going (just white orbs for now) and blazon generation.  I have tweaked the algorithm and inputs from "hideous" to "sometimes good enough", so I will get started on generating houses full of nobles next, who will be given titles to planets that will then bear their house's banner. Then, finally, it's on to basic ship/fleet management and giving players the ability to attack each others' planets. I am thinking of an interesting twist, but will save revealing it until the system is actually implmemented. Oh, also, I decided the private playtesting thing doesn't really work, at least if you can't attract a ton of super-hyped people. Thus, I will try to get a demo out in the coming month or so, once stuff is moderately playable.
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155
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Developer / Design / Re: So what are you working on?
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on: December 18, 2010, 11:38:07 PM
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Making banner generation for campaign mode. Haven't yet coded a way to make them not end up looking hideous. Also need to make planet assignment more contiguous and implement feudal hierarchies so you have baronies and counties and duchies and such. 
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156
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Player / Games / Re: Humble indie bundle - pay whatever you want
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on: December 16, 2010, 03:53:18 PM
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Guys.
It's a pay-what-you-want sale.
Even though it's not a completed game, and packaged with many completed ones, if you are so strained for cash that it makes you angry to waste some of it (which I definitely understand, only recently emerging from a financial state of "fuck there's not enough money for groceries what do we do?") be glad that you have 4 other complete games that you could name your price on.
That said... Cortex Command is awesome.
It's is like getting out your G.I. Joes and playing with them on the mound of dirt in the backyard. You have to bring a lot of imagination to the game or be happy with just making up your own fun; it's currently more like a very detailed sandbox instead of a game, but even then I still like it. Makes me think of early Mount & Blade in that respect. I don't expect anyone to do the same so they agree with me that it's a cool game, that's a lame argument, I am just saying there's something definitely of value already there.
I appreciate the fact that it's hard to even land three of your dudes with a dropship without someone getting horribly maimed. It does a weird balancing act of being a neverending source of dark slapstick humor and a very intense and difficult sandbox action game.
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160
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Developer / Playtesting / Re: Axis Caeli (Unity Player)
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on: December 03, 2010, 08:52:21 AM
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Glad to hear you think it's too hard!  I will try to make the various concepts of the game more obvious, it seems to be a significant obstacle for playtesters. I'll probably add some kind of skippable tutorial, attract mode, or demo of some kind.
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