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TIGSource ForumsDeveloperPlaytestingPineapple Smash Crew
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RichMakeGame!
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« on: July 03, 2011, 03:41:27 AM »

Hi folks! some who have seen my threads recently know I'm a bit obsessed about making a good top down spaceship exploring game. Here's the latest reboot: Pineapple Smash Crew!
so called because grenades are a big focus of the game.. (er, not yet pictured)

right now it's not really at the game stage, because I decided to tackle it from the opposite end this time and build the world I wanted to explore. So, I'd like some feedback on that for now while I add in something resembling gameplay Smiley Thanks for taking a look!

PS, it's all randomly generated so that's why there's doors in odd places atm.. I'll work on it Smiley

Youtube:




"rough" *ahem* logo:






« Last Edit: September 04, 2011, 08:46:36 AM by RichMakeGame! » Logged

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Netsu
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« Reply #1 on: July 03, 2011, 04:13:16 AM »

Oh god, why all your games look so neat? And you seem to put so little effort into it considering how often I see you come up with something new!
What engine did you use for this?
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starsrift
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« Reply #2 on: July 03, 2011, 07:59:19 PM »

There is a suspicious number of crates appearing.

Suspicious and worrying.
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"Vigorous writing is concise." - William Strunk, Jr.
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RichMakeGame!
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« Reply #3 on: July 04, 2011, 12:05:42 AM »

haha a game without crates is like.. like.. a bacon sandwich without ketchup!

but don't worry too much they are placeholders Smiley rooms of the ship are themed (eg engineering, computing, storage, medbay) and the objects will be themed to add to the uniqueness of the areas

Netsu: thanks! I do put in plenty of effort tho Wink I think partly since I come from a graphics background I'm just quicker at that part of the design process. I'm using quest3d, but in this instance the game could look identical in any engine since it's just fullbright low-rez textured models with filtering turned off Smiley. Most of the effort so far has gone into the random generation of levels, which barring the nonsensical door placement has turned out alright I think Smiley (then again I'm still a noob at level generation)
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Pineapple
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« Reply #4 on: July 04, 2011, 12:38:48 AM »

WHAT HAVE YOU DONE WITH THE TITLE OF THIS GAME  Waaagh!
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RichMakeGame!
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« Reply #5 on: July 04, 2011, 01:10:04 AM »

pineapple is delicious right?

mmm, pineapple daiquiri. Bacon sandwiches. Damn I'm hungry
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« Reply #6 on: July 05, 2011, 02:18:51 PM »

shadows would make the 3d elements POP! and some particles flashing sparking pulsing etc.!

the first time i played zaxxon on colecovision was like POW
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« Reply #7 on: July 05, 2011, 02:49:47 PM »

I am loving the art already the only thing that pops out to me is the transitions seem weird, at first I thought it was like pacman, warping from one edge to the other and then I realized it's loading a whole new room. Cant wait to see what comes out of it. Good luck!
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R3d
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« Reply #8 on: July 05, 2011, 04:20:21 PM »

Logo looks... Waaagh!

Contents look.  Hand Thumbs Up Left Hand Thumbs Up Right

btw, on what platform are you going ro work with
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Starflier
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« Reply #9 on: July 05, 2011, 05:04:26 PM »

Spaceship... O.O

The levels are looking... um, Boss! Yes I think "Boss" is the appropriate adjective for how the levels look ^^

Are you going to be able to plug in elements from your previous stabs at this concept or are you having to start right back at the proverbial stone age?
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« Reply #10 on: July 06, 2011, 03:18:17 AM »

It's...
It's...SO beautiful! WTF
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« Reply #11 on: July 06, 2011, 04:37:02 AM »

Looking very good!
The textures all look good together.

Very good random levels as well.
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RichMakeGame!
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« Reply #12 on: July 06, 2011, 08:46:49 AM »

Hey thanks for the kind words everyone! really helps with motivation to push on Smiley

Starflier: definately taking elements from the other prototypes, but also bringing something new as the vid shows hopefully!

One idea I have is that as grenades pick up the items they gain strength for whatever their payload is, so the scattering of pickups can quite greatly influence how you approach an area, trying to shoot the grenade through as many as possible before it reaches an enemy for example. I'm just toying with this idea atm Smiley


here's a new vid and some pics of the 'collector grenade' and some bullets:







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« Reply #13 on: July 06, 2011, 09:50:00 AM »

This looks great! As above, great visuals and the movement and particles look nice and smooth. The particles fit in nicely with the block colour visual style of the levels.

Demo? Soon?

Also, I'm a big fan of randomly generated levels. Good stuff.
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Pineapple
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« Reply #14 on: July 06, 2011, 04:18:09 PM »

Your game looks really great but I take offense to the title and demand that you redact this terribly inhumane idea or else I will take my story to the mass media and give you bad publicity
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Theon
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« Reply #15 on: July 08, 2011, 10:03:25 AM »

Not sure what I think of the weapons...
Especially the grenade (?) looks strange, and it desn't really fit the artwork of the levels and the character (which are fucking excellent). I'd like to see a proper object, resembeling some kind of spacenade instead. Preferrably with a nice rolling animation Wink

And why does the camera follow the grenade??
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RichMakeGame!
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« Reply #16 on: July 12, 2011, 08:39:27 AM »

Hi! small update vid time Smiley

Theon- Don't worry too much, most of the effects are just there so there's something there, if you see what I mean Smiley. The camera follows the grenade because there will be different more complex types which you can trigger manually as the grenade travels.

here's another vid, showing some wip space-zombies and new pickup gfx.. not final just trying things out Smiley. Better zombie model & anims to follow soonish Smiley. Also, the zombies projectiles will be like corrosive acid puke or something not the players blue laser:





These enemies are of the easier variety, which you can more or less plow through if you're careful not to get too close or hit by a projectile. I plan to add progressively harder enemies which begin to favour more and more an approach involving the grenades and using the different types to take out enemies from a distance or set traps for them.

the function of the basic grenade is- it's free to use, can use it to scout out areas, and has a short stun-effect- which can stun enemies but also activate machinery such as dis-integrator pads and other dangerous spaceship-y booby-trap stuff

cheers!
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« Reply #17 on: July 13, 2011, 06:15:02 AM »

Love the graphics! Very stylish.
It's good to know that the weapon effects are only placeholder though. Hand Thumbs Up Right

Can't wait to see more of the game!
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RichMakeGame!
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« Reply #18 on: July 21, 2011, 07:45:11 AM »

hi guys! new video with explosions and turrets Smiley check it out at:




also, I wanted to ask for some volunteers Smiley I want to have a small closed test to get some feedback because I feel really insulated to how it plays as a new player, and I'm a bit too close to it right now- I could really use some different viewpoints.

Could anyone interested in helping me with a playtest please either reply here or PM me? I really appreciate any help if you can offer it! thanks!
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« Reply #19 on: July 26, 2011, 04:56:21 AM »

Aw man, i got zero volunteers Sad.
Tell you what if you have a game that needs testing I'll do a swap, test for test? if you don't, I'm just straight up asking for help!
don't make me beg, I'll do it! anything for the game!

would some new pics and vid help:








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