Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 03:03:08 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 ... 4 5 [6] 7 8 ... 35
101  Community / DevLogs / Re: Mini Metro [playable build] on: February 20, 2014, 09:30:21 AM
I played through twice before realizing you have to manually open the upgrade menu (found it by accident) to place the extra carriage.

The upgrades could use a bit of balancing, in my opinion. A new tunnel is worth a whole lot more than a new line (since you can extend an existing line across the river), but adding a single extra carriage to one line isn't enough to make a difference.

Over all though, I really like where this is going! Kiss

Edit after playing a dozen more times: Adding a pause button would also be gold. Having a few seconds to stop and think about rerouting existing lines would make the play session last longer.

I've also noticed the train sometimes skips the second last station to serve the terminal station first. Is that a bug, or is there something going on I didn't pick up on?
102  Community / DevLogs / Re: moonman on: February 18, 2014, 10:57:12 AM


If MM hacks out the ground under the blacksmith, I assume he falls... but would he stop hammering? Can MM steal the anvil? I guess I'm asking two things: how robust will your NPC behaviours be, and/or will there be parts of the environment MM just can't interfere with?
103  Developer / Design / Re: The Neverending Hybrid Game Design Game on: February 12, 2014, 09:14:58 AM
Katamari Damacy + Uno

Multiplayer competition to unroll your ball of junk faster than your competition. Hitting certain targets on the field causes other balls to become sticky and pick up junk instead.
104  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: February 12, 2014, 08:56:53 AM
Trying to name my roguelike/tactics game. Tarog: Rogue Tactics (with or without either part of that, actually). I'm hoping to find a name that's elegant and memorable like "Tactics Ogre" but I'm drawing a blank. Alternatively, I could wait until I have a plot and name it after a plot element, but chances are that wouldn't emphasis the tactics nature of the game.

Ideas?

Is Tarog the name of the character or the location or what? Not every game needs a name that includes the genre or primary mechanic...

'Tactics Ogre' is like being stabbed in the ears. It should have been 'Ogre Tactics'.


I need something better than  Viking Brawl  WTF

NORSMASH!
JUTLAND JAM!
uh... something with Valhalla?

(Please don't perpetuate the myth of horned helmets. They didn't exist.)
105  Developer / Design / Re: Meaningful death in a permadeath game? on: February 11, 2014, 09:43:37 AM
The life and death of the previous player character should leave an impression on the game for the next player character – this way no matter how attached you were to the character or how far you got, dying doesn't mean completely starting from scratch in a world that doesn't remember your previous efforts.
106  Developer / Design / Re: Pitch your game topic on: February 11, 2014, 09:40:23 AM
A side-scrolling tower defence-ish game. A single leviathan approaches your castle/temple/city from the left or right side and you have to place harpoons, ballistae, trebuchets, mines, archers, cannons, nets, etc, in the monster's path.

Some weapons do damage, but many are designed to slow the monster down to buy you time to place your defences and evacuate citizens as the monster approaches. Once the monster is weakened enough that you can ensnare it, you (as the hero of the realm, or whatever) personally deliver the coup de grâce with a finishing move.

Terrain would limit placement of defences, and the monster would have defences and/or attacks of its own (in addition to the destruction it does by just walking). If you fail to bring the monster to a halt it destroys your castle and kills you.

Despite the medieval terms used above, I picture it as a stylized mix of Classical Greek/Roman and scifi aesthetics.

Simple scroll-and-tap interface.
107  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: February 11, 2014, 09:16:00 AM


It looks like Gune of Cyberia.
108  Community / DevLogs / Re: moonman on: February 11, 2014, 09:11:57 AM
Gifs and video! I am appeased. Tiger

Love the particles. Toast LeftSmileyToast Right
109  Community / DevLogs / Re: moonman on: January 29, 2014, 09:01:04 AM
Too much code talk, post more gifs! Screamy
110  Community / DevLogs / Re: Microgue (Reborn?) on: January 28, 2014, 01:46:31 PM
If you rescue/unlock another playable character but then die, can you continue playing from that point with the unlocked character?
111  Developer / Art / Re: Good Monster Designs? on: December 13, 2013, 12:34:06 PM

112  Developer / Art / Re: pixel art inconsistecies on: November 22, 2013, 11:37:40 AM
Pixels shmixels, I don't like that his leg forms a continuous straight line with the lower left side of his body. Apple or tomato, it needs to be round.
113  Community / DevLogs / Re: Microgue (Reborn?) on: November 22, 2013, 11:10:20 AM
okay guys. Time for more rambling. So the next thing I am trying to add is a spell that moves all the monsters one space away from the player. I am having a little trouble just finding an easy way to do this, because I want all the enemies to move at once and follow two rules.

1. An enemy will not move into a wall
2. An Enemy will not move into another monster.

So trying to figure that out now. One hero will have a spell that pushes monsters away and one will pull them towards.

If the monster is already against the wall it should move left or right, whichever is more "away" from the player. It could also move diagonally, if there's an open space there.

A spell to pull monsters closer seems more like a curse.
114  Community / DevLogs / Re: moonman on: November 22, 2013, 11:07:21 AM


Flaming skull meteors! Hand Clap Hand Clap Hand Clap Hand Clap
115  Community / DevLogs / Re: moonman on: October 11, 2013, 10:59:00 AM


They look too detailed compared to the environment and some of the other creatures...
116  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: October 11, 2013, 10:22:50 AM
Hero is a perfectly valid word to apply to a female person. English generally lacks dedicated neuter forms, so in modern English typically the masculine form is dual purposed as a neuter form.

...which is something feminists often have a problem with. I don't care if "hero" is being used that way, but it becomes re-masculinized when "heroine" is also used.
117  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: October 06, 2013, 10:46:05 AM
Can someone rate mine? I'm calling it "Legend of Stone Hero".

It's a zelda-like game about a heroine who appears in troubled times to save the day. She slumbers between games as a stone statue and can sleep for centuries (hence the legend surrounding her). Though this first game is an origin story, so that wouldn't be covered.

I'm also thinking of just calling it "Strong Gale" (the character's name is Gale).

Thread Link: http://forums.tigsource.com/index.php?topic=36275.0

Hero and heroine are not interchangable words.
118  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: September 20, 2013, 08:26:09 AM

I immediately think of xkcd.

I can't hold it any longer. What the hell is your avatar??

A lucky Ostrich Pillow user.
119  Community / DevLogs / Re: moonman on: September 19, 2013, 08:37:17 AM
If you can't tell what sets this game apart from others, it's probably because you've been staring at it for two years. The quirks and details and possibilities don't seem special because you're so intimately familiar with them.
120  Developer / Design / Re: Endless game difficulty on: September 18, 2013, 12:17:06 PM
The goal of an endless game is to be endless, not for the difficulty to shoot through the ceiling until the player simply can't continue, right?
Pages: 1 ... 4 5 [6] 7 8 ... 35
Theme orange-lt created by panic