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21
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Community / DevLogs / Re: 24 Killers
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on: August 17, 2014, 07:17:08 PM
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i've been doing some thinking about the upgrade system in the game.
right now when investing in the locations, there's no connection made with the owners or townspeople. you just pay money and it's all very sterile "here's $50 now hire a bartender".
what i want to do, and it will take a lot more work, is have hidden quests and interactions that engage you with the community and environment to improve the locations.
one simple example where i can employ this - right now the taxi crashes into your house and you can pay the driver to get it fixed so you can get rides. what would be better is having the player find a tire and roll it across town to the driver. maybe while doing so you meet someone at the tire pile and get something cool or learn their story
there are tons of opportunities for this and it would make the game so much better. it's gotta be done
basically, fuck upgrades
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22
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Community / DevLogs / Re: 24 Killers
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on: August 15, 2014, 05:12:20 PM
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yeah these get buried pretty fast and i forget to mention on twitter this exists i started redoing the intro of the game. at the end of it, there was a picture of a taxi crashing. i took that out and actually scripted that event. it's way way better.  this gif shows just a fraction of that scene, but it serves to familiarize the player with the town as it drives through i made a trailer which i'll be able to share pretty soon. here's the track for it in the meantime https://soundcloud.com/tdlk/s3cr37
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23
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Community / DevLogs / Re: 24 Killers
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on: August 12, 2014, 03:05:23 PM
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ty for all the love. i should have some info related to the game's future/release soon, so hold tight recently i added a system that translates the verbal clues you receive from monsters to a note card you carry. you can toggle it on and off at will  so, if i ask for a clue about the possessed monster and i get "yeah i saw who got possessed. they couldn't fly", it will mark "no" on my note card. this is huge because it saves you from having to remember the clues you've gotten, and you don't have to sort through an ugly list of strings to find the information you want. it's all automatically prioritized and marked on the card for you the pink security guard silhouette in the bottom right is how many more innocent people you can slap before getting kicked out of that area for the day i also added a very minimal vignette overlay to the screen to liven up the visuals
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25
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Community / DevLogs / Re: 24 Killers
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on: August 09, 2014, 04:29:51 AM
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really happy with how the title screen came out. everything moves and breathes and spins 
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29
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Community / DevLogs / Re: 24 Killers
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on: July 31, 2014, 03:33:59 AM
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ty guys!
@Sarge & DrDerekDoctors - to explain a bit more, those are the monsters that can be possessed, slapped around, questioned, loved, fed, etc..
if you're seeing this devlog for the first time and are wondering what's up, it's a who-dunnit that encourages playful exploration in a town plagued by four miscreant spirits
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30
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Community / DevLogs / Re: 24 Killers
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on: July 30, 2014, 06:35:43 PM
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yesterday i did some reconstructive surgery to make the monsters' features more balanced.
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31
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Community / DevLogs / Re: 24 Killers
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on: July 27, 2014, 01:29:09 PM
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finished the first game in the arcade. it's called BREAK CHEST you were born from the chest  and the chest will spit out phantoms to make sure you return to it  when you break the chest it destroys all enemies on screen and a random weapon, a pair of legs(speed), or a heart(hp) pops out. you're forced to take whatever the chest gives you there's no limit to the hearts you can collect, but the chest will make sure you're never too comfortable
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33
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Community / DevLogs / Re: 24 Killers
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on: July 22, 2014, 11:34:38 PM
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ty all @terri i appreciate the criticism, and i think you're right. others have suggested this too. i've considered it in the past, but thought i could find an existing font that was good enough. i should get around to making one soon today i've been working on balancing and writing for the security guards at the locations  club - the security guard is pretty chill and will let you slap 3 innocent guests before they kick you out for the day coffee shop - security guard here is strictly business. they give you a fair two strikes before kicking you out arcade - security guard is a complete ass and wishes he owned the arcade. if you slap one innocent person, you're kicked out for the day street - security guard naps way too hard  this is where you want to end up! after finding all the minor spirits, the big bro challenges you and possess someone on the street. there are 24 monsters on the street, and you get three innocent slaps. it's essentially the arcade's difficulty scaled with more mons slapping the street spirit is how you find out why they're in this weird, restless, non-stop party loop at each location there are 'investments' you can make that aid you in finding the spirits
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34
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Community / DevLogs / Re: 24 Killers
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on: July 22, 2014, 02:58:54 AM
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the bird plays music, there is coffee shop chatter, and the Java Pro makes noise when making coffee 
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37
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Community / DevLogs / Re: 24 Killers
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on: July 19, 2014, 02:58:03 AM
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completely gutted the old coffee shop tiles. here are the new insides of that upside down coffee cup. going to add some large stone cups to hold the flames eventually  the light in the center is where the bird from my game winnose will make a cameo it is 4am and i'm going to have a lie down
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38
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Community / DevLogs / Re: 24 Killers
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on: July 18, 2014, 12:18:50 PM
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ty guys i fixed up some of the tiles in your house and migrated the in-game menu to this computer.  the town database program is what it sounds like. you can look at all the regular* monsters in town and see their attributes. *regular as opposed to special npcs that won't ever be possessed e.g. the club owner or taxi driver the E-DRESSER program replaced the old physical dresser where all your costumes were stored. it's so much cleaner this way and actually freed up an entire button so i can use it elsewhere for cool stuff
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39
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Community / DevLogs / Re: 24 Killers
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on: July 17, 2014, 02:57:03 PM
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i started my day by picking up a trashcan dog  then i walked down to the beach where i was greeted by a garden hose sea-goddess. she graciously offered to fill my trashcan with water  water is useful for a few things. if you study the end of that gif you'll see one of them
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40
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Community / DevLogs / Re: 24 Killers
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on: July 16, 2014, 08:23:24 PM
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ty zaphos omg evil crate, what is inside!?
i don't know but it started doing this today  kind of worried. leg monster doesn't seem concerned though
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