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Hangedman
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« Reply #40 on: July 07, 2011, 05:34:19 AM »

Thanks to Jack for making awesome music and coming to talk about it.
Back on the horse!

Day 56 (Yesterday):

Added a pause button. Took a bit longer because I thought of a needlessly complex solution before thinking of the incredibly simple one.

Day 57 (Today):

I thought I'd post my general progress and then I'll have a concrete list of things to do.

Complete basic platforming engine
Complete player sprites and node tag sprites
Add flourishes to movement
Build basic room layouts
Add room transitions
Add text engine
Add pause function

Add vignette engine (reworked text engine for still cutscenes)
Add event engine for specific tagged instances, vignettes, special transitions
Add death scene vignette
Add pause menu
Draw Area 1
Draw Area 2
Draw Area 3
Draw vignette artwork
Rework all maps to have text nodes
Enter and format story text
Add sound engine to control music fades and play etc
Add SFX
Add more levels?
Add progress markers and text counter?
Add progress save function?
Add to the main menu so the PASS WORD menu option will actually do something?
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #41 on: July 08, 2011, 07:16:53 PM »

Day 58:

Roadmapped how I'm going to lengthen the game, without resorting to cheap sequelry or messing with the original story.

Going to have 3 simultaneous stories, all about the same length as the original, each with different form.

Now I just have to decide whether it's more pretentious to give each little sub-story its own title, or just to go GB classic style and call them GAME A/GAME B/GAME C
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #42 on: July 09, 2011, 05:32:45 PM »

Day 59:

PLAYER TWO



(Hair is very WIP until I can figure out how to stop it from freaking out with the run anim)
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Mitiz
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« Reply #43 on: July 13, 2011, 04:54:43 AM »

Try drawing the hair as a different sprite, separate from the body, that way the hairs animation wont have to be linked directly to the running animation and you can have flick as often as need be.
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SolarLune
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« Reply #44 on: July 13, 2011, 05:56:44 AM »

Game's looking really good - I like the climbing and rolling, though I think that he might be able to die just a bit too easily. As for the running animation, make sure that he's not moving forward or back in between frames (unless that's what you want him to do) - that combined with the hair moving simultaneously might be part of the problem.
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Hangedman
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« Reply #45 on: July 13, 2011, 07:09:31 AM »

Days 60-62 were spent vacationing.
Day 63:


Rolling and death heights have been rejigged with pretty much every new inside build. When the game is reaching a solid point I'll find some testers who can help me tweak the feel.

Progress is steady, but slow. Still planning out GAME B and GAME C, thinking about level structure. PegJam coming up, going to give me lots of drive to work on it.

Onward and upward  Gomez
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AUST
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jotapeh
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« Reply #46 on: July 13, 2011, 09:39:26 AM »

Man, this needs more attention. The music is good, the visuals are good, the engine demo plays nicely.

Looking forward to seeing this at the Jam, yo.  Wizard Bro Fist Right
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JackMenhorn
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« Reply #47 on: July 13, 2011, 05:26:08 PM »

Man, this needs more attention.

I agree! 
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Hangedman
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« Reply #48 on: July 13, 2011, 09:26:21 PM »

We'll get some noise yet once I get my site back up and once I show a few people how it's coming along in person Wink

Day 64:

Today has just begun and already ideas. Thinking about mapping, and I'm working on simple mockups like I did previously. They'll appear later today. But now: sleep.
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BlueSweatshirt
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« Reply #49 on: July 13, 2011, 11:15:22 PM »

Stopping by to give attention and say that I love this!  Smiley

I only managed to get about 4 text boxes before quitting.

Awesomely solid platforming. Like seriously. Awesome. It feels very natural and fun.

My only gripe was dying. That is, the pause between death and respawning... I kept wishing I could push a button or something to respawn instead of having to wait! Oh well, minor gripes. It definitely says something about your game, though, as that means that I couldn't wait to go try again.
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Hangedman
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« Reply #50 on: July 15, 2011, 04:51:00 PM »

Thanks, Jakman! I appreciate the feedback and the attention. Coffee I'm kind of wanting a sense of weight with dying (it's not really intended to happen often unless you don't think before you jump), but I'll keep tweaking that timer and see if I can get something smooth but still a bit shocking.

Day 65:
I am currently at Pegjam and am workin' on this like nobody's business

ALSO: Did anyone like/hate/have any opinion/even notice the lack of an idle animation? I thought about adding one, but I don't want it to be constant motion. Maybe just something like occasional blinking...

OH SHIT MATEY I ADDED IT ANYWAY
« Last Edit: July 15, 2011, 05:19:44 PM by Hangedman » Logged

AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #51 on: July 16, 2011, 10:25:01 AM »

Day 66:

Add vignette engine (reworked text engine for still cutscenes)
Illustrate all characters
Add event engine for specific tagged instances, vignettes, special transitions
Add death scene vignette
Add pause menu
Change main menu structure

Add options/records menu
Design Game B Areas
Design Game C Areas
Draw Game A Areas
Draw Game B Areas
Draw Game C Areas
Rework all maps to have text nodes
Enter and format story text
Draw vignette artwork
Add sound engine to control music fades and play etc
Add SFX
Add more levels?
Add progress markers and text counter?
Add progress save function?

Currently in progress
« Last Edit: July 16, 2011, 03:32:54 PM by Hangedman » Logged

AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #52 on: July 17, 2011, 07:29:47 AM »

Gonna take it easy today. Got a lot done yesterday, at a bit of a cost.

Day 67:


Add event engine for specific tagged instances, vignettes, special transitions
Add pause menu
Add options/records menu
Design Game B Areas
Design Game C Areas
Draw Game A Areas

Draw Game B Areas
Draw Game C Areas
Draw vignette artwork
Rework all maps to have text nodes
Enter and format story text
Add sound engine to control music fades and play etc
Add SFX
Add progress markers and text counter
Add progress save function

On the docket for today
« Last Edit: July 18, 2011, 04:47:40 PM by Hangedman » Logged

AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #53 on: July 21, 2011, 02:06:48 PM »

Day 68-71:

Recovering from Pegjam, did a bit more planning and arting, it is currently 4X degrees and I am not think thing
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #54 on: July 23, 2011, 09:34:48 AM »

Day 72-73:

Still recovering, planning levels, got a lot on my head lately.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #55 on: July 24, 2011, 05:11:16 PM »

Day 74:

   

transmuting into levels right now
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #56 on: July 25, 2011, 07:28:17 PM »

Day 75:

More level alchemy. Really a bit worn down, I've got a lot left to do and it's getting trickier figuring out what to do next. That, and art is becoming a bit more monumental of a future task every day. It's still not a huge amount that needs doing, but deciding what to do next is causing delays.

Also, I'm going away for the upcoming weekend, Days 78-82. Don't know if going away will give me more drive to work or less, it remains to be seen.

Not sure if this is discouraged times or just tired times, but I'll soldier on.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #57 on: July 27, 2011, 10:34:40 AM »

Day 76-77 have been spent doing not much at all. A little bit more work on the design doc, a few more sketches, a little bit of beating my head against the keyboard.

I'm leaving for a wilderness sabattical tomorrow, and hopefully I will come back refreshed and ready to tackle the work.

Wish me luck.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #58 on: August 02, 2011, 07:25:40 AM »

Day 82:

Yup, I'm back, and I'm MAKING SOME MORE LEVELS.

Levels levels levels

People can shit all they want about PCG, but making good levels is a mess and a half

« Last Edit: August 02, 2011, 07:33:30 AM by Hangedman » Logged

AUST
ITIAMOSIWE (Play it on NG!) - Vision
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« Reply #59 on: August 02, 2011, 08:57:03 AM »

Shit yeah Vision!! Always glad to see progress on this!

Showing off a new build at the Rectangles meet this month (Aug 17)?? Yeeeeeeeeeeah you are!  Tongue
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