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Community / Jams & Events / Re: TIGJAM UK 7 : 3rd-5th August
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on: July 31, 2012, 01:18:04 PM
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I will probably be around pretty soon after CB2 opens on Friday. Heading home Sunday afternoon. Super excited about making some games with you lot :-D What time do people tend to show up on the Friday, and does anything happen on the Monday that's worth sticking around for? Just wondering what times to go for...
People typically drift in throughout Friday, and out again throughout Monday. You should have at least some company whenever, but the everyone-is-here-and-jamming-out times are Friday PM, and all day Saturday+Sunday.
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Developer / Design / Re: 2D Games with Level Editors
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on: March 12, 2011, 01:25:54 PM
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Jetpack, of course.
I loved that game. Alex 4 is worth a look imho. I'm not just saying that because my (now ~8 years old!) maps are still available.
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Player / Games / Re: GGJ Game - End Of Us
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on: February 13, 2011, 03:09:37 AM
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It was interesting, but...
[spoilers]It didn't really work for me, the orange things behaviour made it come across as a bit of an aggressive star scrounging bastard. I felt quite detached/bored through the finale.[/spoilers]
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Community / Jams & Events / Re: TIGJAM UK 4 - 4-7 February, Cambridge [ SOLD OUT ]
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on: February 04, 2011, 03:47:18 AM
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How late do people usually stay? I assume midnight, but how awful would it look if I were to sneak out at about 10pm so I can see my wife and daughter before they head off to bed?
Whilst there are likely to be some of us working right up till CB2 closes (so, midnight) it will probably be deing down significantly before then. People come and go as they please, certainly no-one will frown at you for leaving early. How warm is CB2? Should I bring a jumper and thermal underwear or would it be best to dress light so that I am not cluttering up the workspace when I have to take it all off?
I don't recall it being particularly cold in there, even with heavy snow outside. I'm planning on wearing unlayered tshirts (but I like feeling cool, if you prefer to be toasty a bonus layer might be wise). Getting my stuff together now, then I'll begin the long old trek from Oxford, not particularly in the mood for an extended coach ride, but ah well, needs must.
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Community / Jams & Events / Re: TIGJAM UK 4 - 4-7 February, Cambridge [ SOLD OUT ]
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on: February 03, 2011, 12:41:30 PM
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It's about time to find out if I can squeeze all my stuff into one backpack...
I got away with one small rucksack (including a towel!) last time. It's do-able, but might require creativity  Feeling really hyped about this myself. I've been pretty ill most of this week, and was starting to doubt if I'd be well in time for it, but it seems I will. My plan is to head down tomorrow whenever I get myself organised (so, realistically arriving mid-late afternoon). Really looking forward to seeing you all there :D
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Community / Versus / Re: Worms + XCOM = This
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on: February 03, 2011, 07:22:24 AM
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Edit 2: Jonathan, are you thinking of this game as Worms with XCOM elements, or as XCOM played as a platformer? (If you had to choose between the two).
Worms with singular XCOM element. Your extra explanation does make things clearer, a time unit system can certainly kill the "desperation move" thing. I would note that I've come to believe the desperation moves are one of the biggest sources of amusement in worms (accidently jumping in the water, grenading your own worm etc). Removing them will change the dynamics substantially, care will be required.
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Community / Versus / Re: Worms + XCOM = This
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on: February 03, 2011, 05:17:31 AM
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and Worms already does timed turn after timed turn!
The difference would be that in your game an 'agent' will be able to take multiple shots at the expense of moving less, etc. Have you played XCOM before? Time units may sound artificial but they work extremely well.
I have played XCOM. Time units (or similar systems) are a good solution to providing real time style action within a system that is sufficently complex to make real time play unfeasible. My problem with with applying the same system to a worms style game is that the system is unlikely to be sufficently complex. A slightly different spin on it is that I don't see what "time units" would give you that improves on timed turn real time. You may well have ideas about it that you've not revealed so far though 
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Community / Versus / Re: Worms + XCOM = This
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on: February 03, 2011, 04:42:06 AM
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Rather than imposing slightly artificial sounding "time units" why not have things play out in real time, and have shots intrinsically take a little while to setup or recover from?
You could either run multiple players simultaneously or do timed turn after timed turn, both would be an interesting tweak on conventional worms style gameplay, and yet wouldn't completely give itself over to the relative franticness of liero and it's ilk.
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Developer / Playtesting / Re: Hydraman - Global Game Jam
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on: February 02, 2011, 01:09:16 AM
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Enjoyed, but had the same camera and performance issues that increpare did.
What would really help the game is some sort of sytem to detect which of your aquamen are "doing best" (as in, are furthest along the path to the exit), and nudge the camera focus towards them. There's a handful of ways this could be done (it's kinda like doing racing game position on course detection), but I will admit that none of them are *entirely* trivial.
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