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Community / DevLogs / Re: DOOMSDAY DELIVERY
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on: January 02, 2019, 06:53:00 PM
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Ringing in the new year with the eardrum-erupting sound of nuclear warfare---a (brief) new DOOMSDAY DELIVERY update.  I didn't quite reach my goal of a late December closed beta. This came at the realization that the new player experience was quite lacking (see: did not exist) and really had to be there, even for a beta. The gameplay, I'd liken to juggling---you start out new players with a single ball, then add another and once they get the hang of that, three. You don't just load a pressurized air-cannon with all three balls, aim it at their faces, and expect them to have fun learning. So, this has set me back a bit. Almost all of my work since having this realization has gone into either simplifying the in-game HUD, adding informational stuff such as handy tooltips and statistical data, as well as the tutorial. Once I feel confident this area of the game is at least presentable and namely, FUNCTIONALLY HELPFUL for new players, I can finally start collecting more feedback from players, which means more ideas, which means more improvement. I want everything in DD, from handling the in-game mail system to exiting the game, to have a tactile, interactive flavor. This week I drastically improved the menu and just laid the groundwork for something more dynamic and fun. In the future these colored blocks will be slick little man-mad automative, floating structures.Hope all of my fellow developers here on TIGSource are gassed up for a productive 2019! PeACe  
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Community / DevLogs / Re: DOOMSDAY DELIVERY
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on: November 24, 2018, 04:08:40 PM
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 damn, it's been that long? been grinding on this project non-stop and am happy to say that it's coming along hella, i'm stoked for the future, guys. so what have i been working on? some boring stuff, like menus   shpiced up with some physics and explosions, of course. with a slick background/foreground this will look dope these are the beginnings of the CONTRACT CRUNCHER, i.e. a mail center where DD inc. receives their contracts along with other exciting offers and requests. still a good deal of polish left to go here.also some exciting stuff, like new couriers   M.A.X.E.Y. is a sentient coagulation of highly irradiated plastic. he can grow and shrink on command. there are now NINE couriers in the starting cast, each with their own cool identities and abilities. i cannot wait to work with more artists to bring this cast of characters to life. this is the amount of couriers i'll be launching into a closed beta with among my circle. i'm also extremely excited to see what the community can accomplish with their various squads. the skill ceiling of DOOMSDAY DELIVERY is nuts! guys, i've just been doing nothing but thinking about the game and working on the game. i'm obsessed with this project and obsessed with improving it day by day. of course there have been times of struggle and self-doubt like any other, but so far i've been able to push through and have maintained my commitment and excitement towards this project. i'm just keeping my head down and keeping my fingers on the keyboard, coding. in other news, I AM CURRENTLY SEEKING DOPE & DEDICATED PIXEL ARTISTS TO WORK WITH. if you see this game and you think it's cool and think it's something you'd like to be a part of, message me here with your rates and work samples, and i will get back to you. i WILL be posting more here in the near future as i close in on the closed beta... any energy is as always, much appreciated. peace  
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Community / DevLogs / Re: SHUMP - A Platformer blended with a Shoot 'em Up. (TESTFLIGHT NOW AVAILABLE!)
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on: August 23, 2018, 10:36:35 PM
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dude i've been playing, everything feels super smooth right now. only issues of note to report are that once on the Plains first boss, i reached the break in the platforms, cleared the remaining enemies, and the boss did not spawn. not quite sure what caused it, and it hasn't happened since. by the way, on my iPhone X there is some clipping on the top HUD. (edit: took a screenshot stupidly thinking it would show where the clipping was, LOL. the center black bar on the iPhone X is causing the issue.) i also wish coins gravitated towards the player when close. everything else has been smooth sailing and flows together really nicely. keep pushing towards the finish line! 
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Community / DevLogs / Re: SHUMP - A schmuplatformer. (TESTFLIGHT NOW AVAILABLE!)
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on: August 08, 2018, 02:06:20 AM
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hey bud just checking in, progress looking snazzy, i'll be giving the new build a spin soon and commenting with my feedback. just wanted to stop by and say that i think it's criminal you haven't received more feedback here and i'd like to encourage you to continue posting here and updating us on your journey. you've been putting in a lot of work and the polish has really started to show on the game. that motivates me to work harder as well. word up 
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Community / DevLogs / Re: DOOMSDAY DELIVERY
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on: July 23, 2018, 09:33:07 PM
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good evening TIGSource. a recent spurt of laziness gave way to a burst of design fun. i really wasn't happy with where the Kozara character was. there were interesting ideas there, what with having a time-stopping ball chained to the character, but ultimately, he felt clunky and unreliable to control. so as for now he is dead. but all is not lost, for i have given birth to a new, _ultra_ spicy courier, and her name is Swervera. nuclear radiation has caused this young girl to be born with a bulbous, unsightly skull, however she was gifted powerful psychic capabilities as a result. Swervera utilizes a boomerang that she can toss out with shocking strength as well as pull herself telekenetically towards the boomerang. her special ability is quite unique as well; Swervera can freeze the boomerang in mid-air, creating a small chronoclog in its place. pretty dope for freezing the package or a courier mid-air, as well as hooking the boomerang across terrain to leap somewhere. she is such fun to use that Kozara's death has truly become a minor loss. she's the purple one. some day soon my dear you will look---not pretty, but cool. tossed the boomerang at the package in this still, then froze it mid-air. from this position, perhaps i would leap towards the boomerang, or swap to another courier.ALSO! i've started making moves to get an artist on board   more updates on that front soon~~ tonight's cute delivery features Swervera in decent action! she's got some sick movement, i need to continue to improve with the freeze on her boomerang! https://streamable.com/7yxh9the song is Long Time by Playboi Carti   the APM counter struggle continues... man vs. math... brain matter vs. basic computing...
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Community / DevLogs / Re: DOOMSDAY DELIVERY
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on: July 19, 2018, 09:00:14 PM
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good evening once again. couple of cute new additions today. namely, the chronosnare, a small time-clogging trap which can either halt a delivery or be used to the couriers' advantage! step within its range or destroy the trap and a small radius stopping time is emitted instantly. careful! of the terrible placeholder graphic representing this thing--! it's a physics object as well, so other forces can knock the snare-boxes around...i also added a few (currently quite bland but soonly relatively spicy) HUD pop-ups rewarding good passes; the longer the pass is airborne, the better pass rating you can achieve, which also grants small plutonium dust bonuses. hopefully this should encourage players to continue attempting passes, even if they may miss at first! completing a slick pass is incredibly satisfying, and my hope is that as i continue to develop and spice up the pass notifications, i can ramp up those endorphins.   assorted new HUD indicators have been implemented. whether or not they will be left in is just a matter of time (or in-game option, who knows). for now i am hoping they clarify some of the action amongst my relatively nondescript squares.  today's delivery features some spicy shooting by the Gut Harvester (a courier i've yet to discuss) to deliver the package for an SS rank! BANG~! https://streamable.com/c0a2ithe song is You Was Right by Lil Uzi Vert**
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Community / DevLogs / Re: WAJU - Wall Jump to Attack - Action Platformer
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on: July 18, 2018, 01:50:17 PM
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hey i really like the idea of using the walljump specifically to attack and interact, my advice would be to keep running with that hard, spin that out in as many ways as possible, both in the narrative & gameplay. good luck 
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Community / DevLogs / Re: DOOMSDAY DELIVERY
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on: July 17, 2018, 09:13:50 PM
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i accidentally refreshed and deleted my post... damn...to-day i'd like to focus on Propellison, the little jetpack goblin dude who has often been the MCV most valuable courier on my squad. recently (read: to-day) i made a simple change to his control scheme that i believe pushes his skill ceiling and usability a lot further. read on.  before the way it worked was that you just held the left mouse button to thrust upward. this worked quite well for feathering the throttle and making minute adjustments, but a lot of the focus became centered on controlling Propellison and passing to him. i wanted to change this and so his jetpack now sits on a toggle, and, if you're fast, you can basically 'set-and-forget' an upward trajectory for Propellison, swap to another courier, bust a move, swap back, and either re-direct Propellison or turn his jetpack off. it's a little dope. i'm hoping this change opens up play more and while keeping him a strong asset to any squad, makes Propellison less of a direct focus. this dude is a lot of fun and i can't wait to work with an artist to create a rendition that brings this character to life on screen. i also spiced up the DD inc. contracts up a bit more with a screen shake, some cute dust effects, and level seed/completion date info. if you can get an SS rank, the border will be gold! ooh! fancy! if you fail tho the ink is in your blood. i need to get better at this gif thing, seriously...tonight's daily delivery: featuring the set-and-forget Propellison, and me almost losing the game trying to complete a swaggy final pass! two Overheats* but we still made the A grade, baby! https://streamable.com/todmj* note: an Overheat is called when the package rests idle for too long. three Overheats and it's game over!the song is Kumomi by Nujabes, rest in peace   
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Community / DevLogs / Re: DOOMSDAY DELIVERY
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on: July 17, 2018, 12:25:07 AM
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I love the concept, but your videos are hella confusing. You could add more signifiers to help guide the player's experience or at least the viewer's  Regardless, excellent stuff, beyond quality. agreed my man, more HUD indicators incoming! once i get an artist on board things should also clear up visually. thank you for the thoughts
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Community / DevLogs / Re: DOOMSDAY DELIVERY
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on: July 16, 2018, 10:51:36 PM
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i've got something pretty sly to show off tonight, the new DOOMSDAY DELIVERY incorporated contract system! it's pretty simple: receive a contract, make a successful delivery, collect plutonium dust in varying amounts based on your performance. fail to make the delivery and receive nothing! the plan is allowing players to spend plutonium dust to unlock new couriers or cool cosmetic items for their existing ones, as well as snort it, despite (completely unfounded) claims of plutonium dust turning your brain into a kiwi on first use.  the nonsense signature is randomized and you can expand the contract to see a bunch of extra stats. i'll end up creating a room where you can see all of your cute little contracts together in one place. tonight's (slightly sloppy) delivery features a ballsy chronoclog save, a slick little pass, and near S rank miss!!! dangit! https://streamable.com/82zz9the song is Marijuana by Chrome Sparks<3 *taps APM counter* is this thing working? i'm not Jaedong...unfortunately...
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Community / DevLogs / Re: Wobbledogs
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on: July 16, 2018, 05:28:14 PM
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love the injection idea. everything is coming along swimmingly. good luck on the tutorial work 
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Community / DevLogs / Re: DOOMSDAY DELIVERY
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on: July 15, 2018, 09:31:24 PM
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extremely good logo. sounds like it could be a little like a much more kinetic lost vikings, which is good to me
dude i just looked that game up. way ahead of its time! this is dope. i think that's an apt comparison. check out tonight's streamable link to catch some slick little interactions like those in lost vikings, thanks for showing me that. Very interesting idea and you got an amazing logo. Good luck, looking forward to see more.
appreciate the energy  also Valery killed the logo design, everyone go to him for top-notch stuff~~
hit the old mechanical keyboard hard the last 24 hrs and got quite a bit accomplished! as i mentioned prior, you'll be able to control a squad of three couriers. i plan to have a pretty big and diverse roster assembled for the final release. each courier has their own unique movement styles and abilities you can use to help you get the package to its target. today i'd like to talk briefly about KOZARA, a courier who is still undergoing some change (and so who better to discuss in a development log?) but one who i've been having a lot of fun using. the initial concept for this dude came from the Japanese kendama. he's got pretty basic movement capabilities on his own; as in he can run around and jump, but, attached to him is this big boulder he can knock around, causing big shockwaves at the site of impact. he can also freeze the boulder (called the tama) in time, which creates a sort of mini chronoclog at the tama and allows Kozara to move around more freely, or to release time's grip and send the boulder back flinging his way. it's quite kooky but can be a ton of fun. he has received most of my attentions in this latest round of work, but i also put in a number of HUD-related QoL indicators for courier selection as well as an end-of-match grade ticker, which i plan to expand to show other stats such as travels, APM, number of times a courier burned their hands (see: held the package for too long), etc. just cute little stat stuff. i also added in these little slime bros to what i am now calling the Mutated Meadows. they're harmless, but they're sticky and get in your way! when they are killed, a propeller sprouts from their head and they float to the ceiling and stick like boogery stalactites! if you're quick, you can ride their corpses up! after a while, they spawn little goobers that hang down in vines. they're worthless, and quite pesky!  today's delivery features a quick & slick little run, shows off some passes, quick swapping, and good travel* usage! rank SS baby, that's how i'm feeling! * note: a travel is called when a courier who last held the package picks up the package again. a travel resets the package to its launch location. this fact can also sometimes be used to your advantage...https://streamable.com/zcpchby the way, the song is Show You by Marshmello~*~ i think my new APM counter is broken...
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Community / DevLogs / Re: BABOOOM - A schmuplatformer. (TESTFLIGHT NOW AVAILABLE!)
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on: July 15, 2018, 06:10:16 PM
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When you say more text, you mean a title for things like menus? (E.g. Home button would have the word home beneath it?)
yes, just a word for each button would suffice. certain folks will be drawn by either the symbol or the word, i'm a word dude but i think having both there will accommodate both. by the way, that change to the scrolling mechanisms look dope
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