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1411284 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

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1  Community / DevLogs / Re: Hotel Endless: An Unusual Dungeon Crawler on: October 17, 2014, 02:20:41 PM
I feel like you're onto something with the unique setting. It's different enough that I think you'll catch some attention you might not have if this game had been in a more stereotypical location for the genre. Smart move!

I'm looking forward to seeing where this game goes! Good luck!
2  Community / DevLogs / Re: On Release - A Simple Infinite Runner (Android and iOS) on: October 17, 2014, 02:18:26 PM

1. To show my students that I'm not a 'do as I say, not as I do' type of person. I keep telling them to make and release games, so I thought I'd better take my own advice too!


Excellent reasoning! I wish I'd had more of this when I was going through school...

Looking forward to see what you can do with the game! Good luck!
3  Community / DevLogs / Re: Evacuation - Tower Defense with some twist on: October 17, 2014, 02:16:12 PM
I like your high concept. Sounds like this could be fun. Good luck!
4  Community / DevLogs / Re: Heresy (RTS/RPG) on: October 17, 2014, 02:11:07 PM
Cool sounding concept. What games/whatever else were you inspired by to work on this?

Are you planning on continuing with the video updates? Personally I'd prefer to read the kind of content you're detailing in the videos.
5  Community / DevLogs / Re: I am making a rogue like like like like on: October 17, 2014, 02:04:06 PM
Really entertaining devlog. 10/10. Would read again.
6  Community / DevLogs / Re: Ares Project - 2D Platformer prototype on: October 15, 2014, 06:43:03 PM
Great mechanic, looks like a ton of fun!

Thanks a bunch! =) Now we need the world to support it!

Great gifs showing the gameplay mechanic. I really like the idea, think it would be fun to play two player (one on keyboard, one on mouse).

Cool, glad you like them.

We do have a blast playing it "co-op". It makes for an interesting experience. Not sure if it's something we can actually use as a mechanic, might just be a happy accident.
7  Community / DevLogs / Re: Ares Project - 2D Platformer prototype on: October 15, 2014, 11:37:05 AM
I should mention, I'll be aiming to update with progress once a week.

The entire team works full time jobs and is doing work on this when we can.
8  Community / DevLogs / Ares Project - 2D Platformer prototype on: October 15, 2014, 11:32:00 AM
Hi DevLogs forums!

Some friends and I are in the super early stages of making a 2D platformer with a mechanic we're pretty excited about.

Have a look!

You control your character (the capsule) with the keyboard, and aim (the blue dot) with the mouse. When you click and hold down LMB you spawn a platform...



Use your platform to traverse obstacles...



...and to throw yourself quickly though the level. This is achieved by moving the mouse either left, right, or up and then releasing the button while the character is on the spawned platform. You’ll go flying in the direction you moved the mouse.



Here's a quick run through a prototype level. This is the kind of gameplay pacing we're imagining.



That’s all I have to show for now. We’re still working out exactly what the world of this game is, and what other mechanics we’ll try. Combat is on the list, hopefully we’ll have something of that to show off soon.

Thanks for having a look!
9  Community / DevLogs / Re: OBS on: October 15, 2014, 11:15:42 AM
Said it before and I'll say it again. Love the art style and hope to see more updates soon!
10  Community / DevLogs / Re: Dragon's Wake - 2D Adventure Platformer (on Greenlight) on: September 08, 2014, 01:02:14 PM
Thanks for sharing your PAX experience. Sounds like it was a wild and interesting time.

It sounds like you got a lot of good feedback and a good list of stuff to work on. What's going to get the most attention now?

EDIT: Also, where were you showing your game? Was your booth part of one of the collectives that sets up?
11  Community / DevLogs / Re: Sword Swing [Physics based melee fighter] (DEMO) on: August 24, 2014, 10:34:08 AM
I had a fun wacking away at your environment. It'll be cool to see where this goes. Nice start!

Thanks! That's my most important goal now, so great to hear that.
Did the control feel well to you?

I wouldn't call the control great. I wasn't always entirely sure what was going to happen. When the spinning worked as I expected it was fine. For example, I wasn't moving anywhere near as smoothly as you can in the gifs you have posted. Things were much more jerky, or I felt like I had to wind up a couple of times before I had enough momentum to bash.

Mmm... That can either be the case of being used to the controls or my mouse sensitivity is higher... I'll implement a slider for mouse sensitivity for the next version, see if that fixes some issues. Thanks for the feedback!  Beer!

Cool, I'll let you know how things are feeling when you get a new build out there.
12  Community / DevLogs / Re: Sword Swing [Physics based melee fighter] (DEMO) on: August 22, 2014, 04:43:07 PM
I had a fun wacking away at your environment. It'll be cool to see where this goes. Nice start!

Thanks! That's my most important goal now, so great to hear that.
Did the control feel well to you?

I wouldn't call the control great. I wasn't always entirely sure what was going to happen. When the spinning worked as I expected it was fine. For example, I wasn't moving anywhere near as smoothly as you can in the gifs you have posted. Things were much more jerky, or I felt like I had to wind up a couple of times before I had enough momentum to bash.
13  Community / DevLogs / Re: OBEY on: August 21, 2014, 03:40:52 PM


I was at a talk two weekends ago given by Daniel Cook on the narative elements in his newly released game Road Not Taken where he discussed the players not reading anything problem. He came to the conclusion that you could reliably have 7 words on screen before people just stopped paying attention. It certainly makes things challenging if you're trying to use text!

I'd love to hear more about how things go. I'll be posting a project my team and I are working on with a core mechanic we need to teach the player. We have and will be dealing with similar issues to you!

Good luck making it work!
14  Community / DevLogs / Re: Sword Swing [Physics based melee fighter] (DEMO) on: August 21, 2014, 02:43:16 PM
I had a fun wacking away at your environment. It'll be cool to see where this goes. Nice start!
15  Community / DevLogs / Re: Eitr - [ Action RPG ] on: August 21, 2014, 02:39:20 PM
I'm excited to see some gameplay footage. This looks like it's coming along really nicely.

Sorry if you've covered this already but I didn't notice you mention a timeline for release, when are you aiming to ship?
16  Community / DevLogs / Re: OBEY on: August 21, 2014, 12:06:03 PM
Would love to hear how you go about tackling your issue with communicating the game to the player.

What have you been doing so far and what hasn't worked? Would the video you're talking about be a part of the gameplay flow? Could you give the same information out in some more interactive way?
17  Community / DevLogs / Re: SUPER BATTLELANDS on: August 20, 2014, 09:19:04 AM
Very cool! I'm sold just on reading through your updates.

Very excited to see where you manage to take this!
18  Community / DevLogs / Re: Afterimage on: August 19, 2014, 09:40:41 AM
Oh my I love this aesthetic you're going for. It's beautiful, nice work on that art so far! I hope the gameplay matches the quality of the art!

You're calling it an action-adventure game, what part of the gameplay does the action refer to? Is there combat of some sort? How does that work? I'd love to hear a bit about the gameplay!

Good luck!

19  Community / DevLogs / Re: Project Wormhunter (Not the final name) on: August 18, 2014, 12:00:04 PM
Really digging the visual style. Very cool stuff!

I'm at work and can't play the demo you have up...what's the core gameplay against the worm like? Is it strategic and slow? Fast paced hack and slashy type of stuff? Or what are you going for?

20  Community / DevLogs / Re: Project Serenity: Finder (post-apocalyptic survival adventure + rpg elements) on: August 18, 2014, 11:56:27 AM
Wow this is ambitious. Good luck!

If only we all had more time in the day....
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