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TIGSource ForumsCommunityDevLogsThe Walled Garden (Inspired by SMB, N+ and Metroid)
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Author Topic: The Walled Garden (Inspired by SMB, N+ and Metroid)  (Read 142954 times)
Bones
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« Reply #260 on: October 16, 2012, 08:55:31 AM »

For the next little while I will be working on the Hidden Hand.


Based on Left for Dead's info_director
The Hidden_Hand object will be an automated entity which will alter different aspects of gameplay based on the players actions and logic timers to add a bit of randomness to the mix.

I will keep the information that is monitored a secret, however I will list a few things the hidden_hand might manipulate while you are playing.
  • Add or remove certain level geometry.
  • Specific spawning behavior depending on it's "anger level" such as panic events.
  • Weather.
  • Complete emptiness/silence and choice of music.
  • Spreading out of particular items.

The Hidden Hand has three modes
Mother, Teacher, and Destroyer

Mother is nurturing, it's friendly doesn't put you in danger.
Teacher isn't as nurturing it tries to teach you about the dangers of the destroyer.
If you anger the Teacher the Destroy takes effect and begins to throw curve balls at you.


The equivalent of  SMB Question

If anyone has any ideas as to other things the hidden_hand could manipulate I'd love to hear them.
« Last Edit: October 17, 2012, 12:08:37 PM by Bones » Logged

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« Reply #261 on: October 16, 2012, 01:22:35 PM »

Sounds both very intriguing and interesting.
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« Reply #262 on: October 17, 2012, 07:42:19 AM »

If anyone has any ideas as to other things the hidden_hand could manipulate I'd love to hear them.

I don't know how well this works with the gameplay you have planned or even if it's possible to implement but randomizing creature behavior a bit. You'll also have to excuse me if you've already mentioned something like this in the devlog, I haven't been following it that long.

I imagine the world would feel more alive if the creatures aren't always behaving the same way when alone or around other creatures. Occasionally creatures of the same kind might be playing before interrupted. Or a predatory creature might be hunting something before interrupted. Stuff like that.
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« Reply #263 on: October 17, 2012, 09:16:22 AM »

Ok, I watched the "parallax attempt 2"...

The parallax effect itself: It looks supercool at the beginning when the player descends, but then some glamor vanishes in the sidescrolling area. Maybe because you just see the background and almost no foreground blocks are there for your eye to look at. (maybe scrolling a bit more downwards would help?) Also, another background layer with different speed would be nice of course...

Another thing: I was thinking about these fragments that stay in the air after you destroy some blocks... A cool effect would be if they just fall to the ground, otherwise they look a bit "wrong", because they just float in the air.

Anyway, nice work so far, keep it up!  Hand Thumbs Up Right Grin
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« Reply #264 on: October 18, 2012, 10:23:47 AM »

I tought I recognized that animation style! Then I realized who you are from your nickname from your youtube channel. We attempted to make a red ninja game once a while ago Smiley

Good luck with your project, it seem to be a pretty rich game with lot of great features. I absolutely love the art, since not only I love your style but I'm also a Miyasaki fan.

Keep up the good work!
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Bones
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« Reply #265 on: October 22, 2012, 10:20:57 PM »

@oyog Yeah, for a while there I was contemplating having certain creatures actually mate for spawning and stuff. But I thought that was a little over-kill.
I do like the idea of like an idle/frolic mode to change up the standard moving.

@Lazycow
Hey thanks, yeah that room is just my sandbox room where I'm prototyping everything at the moment so it's not really much of a level.
I had terrain them falling, but everything kind of just falls apart when I do that, and then there isn't much of an actual level in very little time.
At the moment when you jump on them they do fall if they are single bricks.

@Kapser
Hey yeah I still have all the animations and images from that project.
Red Ninja was quite fun, I enjoyed the little wall jumping and stabby prototype you had made.
I appreciate the comments; This solo project has taken a lot out of me over the past few years. Tired
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Bones
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« Reply #266 on: October 27, 2012, 09:45:34 AM »

Thanks to a kind donation of $150 from an individual on indiegogo I was able to purchase myself a new laptop.
So development should start coming back to daily updates very soon.

Attempting to convert the game over to GM Studio so I can release on Mac.
Have been having a lot of issues with most of my code being now obsolete.
Have to change my entire sound system.
I finally got the game to compile and run in GM Studio, but it gets an error if you do just about anything at the moment...

Release on mac isn't looking too bright.

In other news...

Yesterday I got a tattoo of TWG's desktop icon, now my dedication to this project is on my body for life.
« Last Edit: October 27, 2012, 04:20:27 PM by Bones » Logged

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« Reply #267 on: October 27, 2012, 03:57:53 PM »

This is all really high-level stuff. I don't see that often in games, and I'm intrigued to see more.

Also, nice tat.
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« Reply #268 on: October 27, 2012, 05:31:34 PM »

That's some hardcore game deving commitment right there.
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« Reply #269 on: October 28, 2012, 07:40:22 AM »

That's some dedication you got man. If you ever need any help, be sure to hit me up.
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Bones
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« Reply #270 on: October 31, 2012, 01:36:10 PM »

Thanks Swagger, that's quite a compliment to be called high-level.
I am honored for such a title.

CD, green thanks I take my game quite seriously these days.
So this tattoo is a visual reminder that I need to be working on my game at all times while I can.

Quote
http://soundcloud.com/walledgarden/sets/walled-garden-soundtrack
I have uploaded the current soundtrack to soundcloud.
It's about ten minutes long at the moment, and more songs will be added to it as I get them.

Fanart by Bannon Rudis

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Bones
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« Reply #271 on: November 02, 2012, 09:07:30 AM »


Working on implementing the Gryphon.

At the moment you jump to dismount horses, so I'm trying to think of how the Gryphon will work when you jump on top of it.
Perhaps pressing up will flap it's wings otherwise it like perhaps kind of glides falling slowly to the ground?
Since it's not on the ground the more likely button to push is down for a dismount.




There are no animations yet so it's static, bare with me.
« Last Edit: November 02, 2012, 10:57:21 AM by Bones » Logged

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« Reply #272 on: November 05, 2012, 02:47:50 PM »

Yesterday I got a tattoo of TWG's desktop icon, now my dedication to this project is on my body for life.


Love lurking this thread and seeing how this project is coming along. Awesome tattoo!! Even if it wasn't from TWG it would be an awesome tattoo.
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Bones
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« Reply #273 on: November 05, 2012, 02:59:33 PM »

Thanks Calvin! :]

Here is a nice obstacle I've come up with.



It's actually a neat little puzzle to get up to that ledge.
These "castle" graphics are placeholder, I will need to do up a castle tileset.
I also have to work on the global pallet and making sure all the colours match and are coherent throughout the entire game.
Because right now certain things stick out being more saturated and what not.

- In the North you come face to face with your karma. However, this karma is presented to you in a most unique and wondrous way: in some kind of dramatic adventure. Sandalphon has a castle in the North, and often you will have to travel to this castle to retrieve some kind of tool.

You may have to cross a mote or engage in some kind of struggle to get there. However reaching this castle or goal is a sign that you are able to balance out your human karma and is one of the signs needed to show to Sandalphon that you are ready for the rest of the Tree of Life.
« Last Edit: November 05, 2012, 11:44:23 PM by Bones » Logged

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« Reply #274 on: November 19, 2012, 12:14:57 PM »

Working on fleshing out the castle tiles.



Considering giving the fall bricks faces.
« Last Edit: November 19, 2012, 12:57:06 PM by Bones » Logged

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« Reply #275 on: November 20, 2012, 04:32:11 PM »







« Last Edit: November 21, 2012, 12:22:40 AM by Bones » Logged

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« Reply #276 on: November 21, 2012, 12:15:39 PM »

Less than 38 hours remaining in the indiegogo fundraising campaign.


Constructing Malkuth.
Based on an earlier post in the thread.

Quote
Malkuth will serve as the tutorial chapter, teaching you all aspects of the game without actually telling you anything about it.
It will likely be one of the largest chapters in the game.

« Last Edit: November 21, 2012, 01:48:02 PM by Bones » Logged

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« Reply #277 on: November 23, 2012, 11:47:12 AM »

Guess I'll just keep on truckin'



The next few videos will be the construction of this level based on the painting by Cole Thomas.
I will record myself pixeling each separate layer of the background in the next video.

Here is

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« Reply #278 on: November 24, 2012, 11:47:08 AM »

Here is


A short video showing some dither action for anyone interested in seeing my process, let me know if I should do more of these or not.
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« Reply #279 on: November 24, 2012, 12:19:55 PM »

let me know if I should do more of these or not.

Yes, please. It's frustratingly uncommon to be able to see people's workflow on projects of this sort.
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