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TIGSource ForumsCommunityDevLogsVictoria
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Zack Bell
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« Reply #40 on: August 19, 2011, 01:36:57 PM »

It's a trap!  Epileptic

What could you guys possibly be getting at... Wink
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herror
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« Reply #41 on: August 20, 2011, 10:02:44 AM »

Hey! Check this link: http://imgur.com/a/5rgKA

It is about...



Some layouts for a demo level. We plan having two kinds of bandits, long range. We have 'cogs' and 'flowers' too, static obstacles. A couple of bosses planned.
I find the design uninspired/boring. And dull.
And the dungeon is not linear at all. And ugly.

The story is about being attacked by some bandit gang. After killing all of em with no mercy, you arrive to some kind of abandoned temple, with a barricade and a bandit boss.
The temple has been closed since ever, they live in a anteroom.
After that, is you approach to the temple, there's and locked door, in fact, but it opens for you!
Inside, a dark and cold artificial cave, reformed into a prision. Small enemies like bats and stuff.
Exploring the cave, if you reach the '*' point, you will activate the heating system Tongue
All the torches and fire sources will get lit, and hurt you if touched...
Also, after that, you can fight a  boss returning to the entrance of the temple.

How could it work? I did the sketches fast, and not thinking in the story-gameplay-etc..  Facepalm
But I think it can be used as a base for further modifications.

What do you think, people?
Thanks for your time  Coffee
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bug
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« Reply #42 on: August 21, 2011, 02:36:42 AM »

Looks very nice!
Although, if I understand correctly, why fight bandits first and then small enemies like bats? Seems like a falling curve in difficulty. 'Fire Dragon' sounds like it isn't the very first level, but since I don't know where the level is: is the triple jump already needed?
But all in all it seems very well designed to me.
Your symbol (room#9) remembers me of the Nazca Lines. And... that second symbol from the right at the magic loot... is it a penis?
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herror
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« Reply #43 on: August 21, 2011, 03:51:54 AM »

Thank you so much!
First of all: no, this is not the first level. It could be in the half way of the game. Or not. The first rooms are simply to familiarize with the controls. The triple jump is not really needed, its simply another skill you can use.
(I think we need to update the thread with more info about the world.  Tired)

In the temple we wanted to emphasize the exploration. Moody music, platforms and not-yet-open-doors.
We want to mix both action and exploration, to make the flow of the game more complex and rich. (I guess?)

And no, of course not! I don't draw penises!  Grin
Thanks again for your time, sir.  Gentleman

A small update: non-phallic boss. (still wip)


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herror
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« Reply #44 on: August 23, 2011, 04:28:40 AM »

This will be the first part of the demo level.
Just a template of the basic contour of the terrain and the setting of enemies.
Excuse the wippy and ugly stuff.

Scroll, scroll scroll.

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bug
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« Reply #45 on: August 23, 2011, 05:51:47 AM »

Looking good. Wonder how to get through the 'tunnel' just before the boss. Can you wall jump?
And that fertility deity seems to play a hidden star role in the game.
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Zack Bell
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« Reply #46 on: August 23, 2011, 10:48:19 AM »

I'd like to draw attention to the original post Smiley
I have been updating it with "to-do lists" and what not.

I also mentioned that we are only completing a demo level for people to play.
Then, depending on whether or not people love it, we will consider adding to it or perhaps finishing a full project.

I'm going to update our "progress bar" for this demo, not for the full game. We have definitely passed the point of 0% done Wink
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herror
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« Reply #47 on: August 23, 2011, 02:24:45 PM »

Looking good. Wonder how to get through the 'tunnel' just before the boss. Can you wall jump?
And that fertility deity seems to play a hidden star role in the game.

You can just jump the broken bridge Tongue And no, the you have multiple jumping, but no wall jumping. Plot stuff.

About the other thing.. maybe. Good appreciation. But in this demo all the symbols and stuff are unrelated with the plot. I'm still deciding how to narrate the background story of this level, of the place itself, without using dialogue or explicit symbols.
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herror
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« Reply #48 on: August 25, 2011, 11:40:34 AM »

Like a boss.

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Happy Shabby Games
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« Reply #49 on: August 25, 2011, 11:50:08 AM »

That's pretty smooth but what kind of gun is that? Is he tripping the hammer on a six shooter? It's a little hard to read. Great style though.
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namragog
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« Reply #50 on: August 25, 2011, 12:03:09 PM »

I love how he walks!
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herror
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« Reply #51 on: August 26, 2011, 02:26:46 AM »

That's pretty smooth but what kind of gun is that? Is he tripping the hammer on a six shooter? It's a little hard to read. Great style though.

Ugh, true, the hand is confusing. I'll try to clarify that, thanks.

@namragog: aye, brah.  Cool
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