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22
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Developer / Art / Re: Plate Armor
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on: June 13, 2018, 03:39:08 PM
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Two minor criticism: The conical things near the armpit I think are called "Shoulder Roundels." They are most often concave with the rim further away from the body than the center. They exist to catch a stab that would have penetrated the gap between the pauldron (shoulder armor) and the breast plate. Yours are convex meaning a stab could deflect from the Rondel into the unprotected armpit.  The helmet visor holes are also a little too big. If my reading of history is correct The visor was down mostly to protect the soldier from arrows and would be lifted or discarded for better visibility during melee combat. You could do with swapping the vertical slits for small holes since the only thing the soldier needs holes there for is breathing and shouting.  Other than that it looks fantastic.
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23
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Developer / Design / Re: Pitch your game topic
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on: April 23, 2018, 10:45:55 AM
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An Asymmetric Urban warfare RTS where the two players attack and defend a city. The defending player has a limited of troops that are deployed through a series of tunnels. The offensive player gets an unlimited influx of troops that they can command to secure buildings. The offensive player also has a limited supply of airstrikes and reconnaissance drones.
In the Pre-Game, the defending player picks a building as a command center and picks several other buildings to have tunnel entrances. During the game the defending player can freely move troops between buildings with tunnels entrances, but has to move troops over surface streets to get to other buildings. If a building with a tunnel entrance is destroyed by an airstrike or captured by offensive soldiers the tunnel entrance is destroyed and the defending player can no longer use the underground to move troops to that building. The Game ends when the command center is destroyed or captured.
The Defending player has complete knowledge of where the attacking player's troops are but the Offensive player only knows where the defending player's troops are when they attack, move between buildings via surface streets, or are spotted by a drone.
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24
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Developer / Design / [Writing] Teaser for a 4X game
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on: April 03, 2018, 02:54:37 PM
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Intro: I had an idea for a game that I probably won't work on for a while. However making design documents is my idea of fun so I have done some preliminary work. Part of this was writing the script for a teaser trailer to advertise this hypothetical non existent game. I wish to share this script with the TIG source community for critique. My vision for this trailer is to rely on panning still images with the narration played over the top (much like Homeworld).
Elevator Pitch: For those of you who are interested. The game itself will be a civilization clone where instead of fighting against other civilizations who all miraculously start at the same tech level, you start as the only civilization on the map and have a set number of turns to grow your civilization before the Nemesis arrive. After which point the Nemesis will land drop pods on your planet which will spawn an unlimited supply of steadily tougher units. The goal is to manufacture and launch as many escape ships as possible before the Nemesis Units destroy all your cities.
Trailer: Long ago one of our great thinkers asked a question: “If the universe is billions of years old and the conditions to create intelligent life are not unique. Why haven’t we heard from the other intelligent life out there?” That was question was at the forefront of our collective imagination as we took our first steps towards the distant stars. Sadly the answer was not to our liking.
We encountered the Nemesis, an unstoppable alien organism whose sole purpose is to extinguish any intelligent life it encounters. It cannot be deceived, it cannot be reasoned with, and it can not be contained. It wiped out our first colonies in days. When it arrived on our home world, it took only a few years eradicate all life.
But in those precious few years we managed to construct great ships to cast as many of our people to the unknown stars as we could. Through the bravery and sacrifice of billions a few thousand individuals were able to escape the fires of our home world. But the Nemesis would not rest until the last of our people were purged from the galaxy.
We leap from star to star trying to stay one step ahead of the Nemesis. When a suitable world was found we would land, we would build, we would create a new life, and we would enjoy what happiness we could find before the inevitable arrival of the Nemesis. We are a civilization of refugees, the last of a dying people.
You are a planetary governor. One link in a long chain of leaders that stretch back to the last days of our home world. When you make planet fall you must explore your new world, exploit what resources you find there, expand your population and infrastructure until it can manufacture new escape ships, and prepare your defenses against the inevitable arrival of the Nemesis.
You can not hold this world forever. All we ask is that you hold it long enough to see the legacy of our people returned to the stars where we can continue to stay one step ahead of extinction.
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25
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Community / DevLogs / Re: You Are Dragon
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on: February 23, 2018, 11:59:50 AM
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Nice update.
I am unfamiliar with how that AI tree works, looks like fun though.
I take a different approach to projectile weapons in my Unity games. I made a script called HitTaker that contains a damage value and some other meta data about the damage (like force vector, faction, or damage type if it is relevant). I attach HitTaker to all colliders in an object I want to take damage. When ever Physics.Raycast, Physics.Spherecast, ect returns a collider I GetComponent<HitTaker>() and increment the HitTaker's damage value (and appropriate meta data). The object controller script (the soldier AI) is responsible for polling its HitTaker and computing the total damage the object has sustained then reacting accordingly.
By using HitTaker as an intermediary between objects that do damage and objects that take damage I don't need to worry about checking the relationship between every damage type and every destructible.
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26
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Community / DevLogs / Re: You Are Dragon
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on: February 19, 2018, 09:35:40 AM
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Your idea for using portals to load level instances for mission sound like the old Stargate TV series. I was a big fan of the show back in the day and would love to see stargate with dragons. Since your character can fly and you don't have to attempt a smooth transition between different biomes you have the opportunity for really out there level designs. Floating islands, Giant forests(trees 100meters tall), Cave systems, Kitchen of the Gods (a literal domestic kitchen supersized so the player is the size of a salt shaker). Keep being awesome.
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29
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Community / DevLogs / Re: You Are Dragon
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on: February 06, 2018, 09:03:18 AM
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I like where you are going with this idea. You probably have an idea of what features you need to implement in what order (ground movement, flight movement, ground to flight movement transition, ect). Could you post them? It is always nice to see how a developer breaks down their game's systems and will give us an idea of how the project is progressing.
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30
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Developer / Design / Re: Pitch your game topic
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on: January 11, 2018, 11:14:20 AM
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A political satire game about enriching oneself while holding government office. Accept gifts from foreign governments and corporations in exchange for passing unpopular laws. Approve pay raises for yourself and cronies. Use your adult children as surrogates to conduct even shadier dealings and hide large sums of money. Discredit, intimidate, pay off, blackmail, imprison, or murder journalists and whistle blowers who threaten to expose you. The goal is to get the most money before having to flee the country.
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31
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Community / DevLogs / Re: Defender (Working title)
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on: November 06, 2017, 03:56:34 PM
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So is this a preliminary design document or just a teaser for what your project will contain?
If it is a design document you probably want to answer the following: Are the monsters coming from the land side of the dock or the sea side of the dock? Will there be any sort of limit on how quickly the player can cast spells? Types of monsters Types of spells
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33
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Community / DevLogs / Re: Lunar Rescue Mission
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on: September 22, 2017, 02:37:20 PM
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What do you think of the actual game? Be honest. I can take it  I like the old moon lander game but the angular momentum of this version makes game play unnecessarily hard. Some times I would hold one paddle down for too long or press the wrong one and end up in an uncontrollable spin close to the ground. If you are using the unity engine, I think the game would be much more playable if you increased the Angular drag on the Rigid body. The floating dust particles are sometimes the only frame of reference, and since they themselves are moving it is hard to gauge how fast the player is moving. The Joy in a game like this is mastering the controls and applying your mastery to ever more difficult situations. However your choice of putting adds into the first level makes the initial trial failure repeat unnecessarily slow. I suggest you make two training levels accessible from the main menu one to practice mother ship piloting and one to practice lander piloting. Call them "Simulator" if you like and don't put any art assets in but a flat line to indicate the ground. Disable adds in the training levels and allow for a one button reset to a playable state (no dialog). It would be unreasonable to put an astronaut into a lander craft and have them figure out what all the buttons do as he descends to the moon, the player should be afforded similar consideration. I also don't like the combined dynamic of a limited fuel supply and implied bonus humans rescue stops. If you are going to make the challenge navigating to a set point while preserving as much fuel as possible don't include an incentive to haphazardly wander the map. If you are going to make wandering the map looking for Easter eggs the challenge don't put a fuel limit on how long the player can wander. If you added a refueling mechanic this would be less of an issue. As it is I don't feel there is any incentive to search for missing astronauts that aren't displayed on the mini map since completing the base mission under the fuel constrains is already challenge enough.
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34
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Community / DevLogs / Re: Lunar Rescue Mission
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on: September 21, 2017, 01:34:36 PM
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First off, Congrats on getting your game this far. So far three failed attempts at the first level, I will give you more feedback as I get further in the game. Impressions thus far: * On first play through I did not notice the thrust buttons until I had crashed. Dark green against a black background is hard to see. * It would be nice to see the landing zone and the space between before game play starts. When the dialog says "I have highlighted the landing zone" it could pan to the landing zone, and Pan back to the player's vehicle after the text has been dismissed. * If you want people testing and giving feedback, it would be nice to disable the advertisements (unless you want feedback on how intrusive the advertisements are in which case, it is very intrusive). * Having to restart the level after messing up on the lander portion seems a bit punishing especially on the first level. * Having to scroll through all the dialog at the start of the level if you are restarting the level after a prior mess-up is annoying too.
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35
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Community / DevLogs / Re: DreamTales: The Game Where You Turn Enemies Into Chocolate and Eat 'Em
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on: August 16, 2017, 10:36:21 AM
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Wow, you seem to be very far along on this project. I look forward to where this one goes.
I really like the surreal aspect of a child's dream matched with turning enemies into chocolate. It makes perfect sense within the context. I hope you incorporate more dream logic elements into your game even if they are just dialog elements.
Your pixel art is fantastic, I can tell you will be able to construct many interesting scenarios with the assets you already have. I hope you keep this Dev Log going so we can see this game take shape.
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36
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Developer / Design / Re: Pitch your game topic
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on: August 03, 2017, 12:58:34 PM
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Diesel punk airplane twinstick shooter about attacking formations of large bomber aircraft. The Bomber aircraft can only be shot down by hitting specific weak points. Bombers are defended by fighters and turrets. The turrets have blind spots where bomber superstructure (wings, tail fin, ect) can't shoot. Optimal strategy will be to bait and shoot down the fighters away from the bombers. Then find a blind spot in the bomber formation's turret grid where the player can set up an actuate shot on bomber's weak point. Bomber formations would be static but as each bomber dies new lanes of fire open up and the turrets on the dead bomber no longer present a threat.
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37
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Developer / Design / Re: Open-World Game Idea: CONVOY (Very Long Post)
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on: August 03, 2017, 12:43:53 PM
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One of the down sides to being able to kill any NPC in the game is the player doesn't knows which NPC's are important to the plot later on. So restoring to a previews save point where the NPC was alive might undo several hours worth of game play. Ultima 7 allowed the PC to attack and kill any NPC, but the game had a resurrection mechanic that would bring a character back to life (if you had their body). Most games these days give their NPC antagonists plot armor. Either by only showing them in cut scenes until the point where the player is supposed to kill them, abruptly ending the game if they die, or causing them to ignore any damage done to them.
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38
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Player / General / Re: Edification Distillation
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on: July 24, 2017, 09:58:17 AM
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Brave New World: My High School English teacher and I have very different ideas of what constitutes a Utopia and a Distopia.
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39
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Player / General / Re: Can you share your dream?
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on: July 14, 2017, 10:51:21 AM
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I currently have a 2 years old son. My dream is to one day participate in a game jam with him, and ultimately have him do game jams solo or with his peers using what I taught him.
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