xsx
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« on: August 18, 2011, 02:08:37 AM » |
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Hi guys! Junk Jack is a mining game that we decided do make after we met Minecraft, which we love, and we felt something was missing in the iOs market.. so here we are! Finally some updates on our game: New videos!Some gameplay:The new realtime sunset and day night transitions:We now have a forum too! :D http://forum.pixbits.com/and our blog: http://pixbits.wordpress.com/(old stuff now:) The Maya caves: The Jungle!: these are mockups still to be implemented in the game, but we have a modular game engine that lets us add things very very quickly! And now some ingame screenshots: A pixel night: The CraftBook! And the dawn..: Thanks to Notch for having inspired us, and to our little community and betatesters! The game will be released soon in the Appstore. Making that game was very fun, and we hope to be able do keep on with updates, we have so many ideas and things we would love to implement!
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« Last Edit: October 27, 2011, 03:04:15 AM by xsx »
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working hard!
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DrDerekDoctors
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« Reply #1 on: August 18, 2011, 03:23:57 AM » |
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Looks lovely. My kinda' game as long as it keeps giving me new stuff to tinker with.
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology. http://pigignorant.com/
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davidv
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« Reply #2 on: August 18, 2011, 06:03:55 AM » |
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Look nice, I like the minecraft style combination system. Too bad I have Android.
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stef1a
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« Reply #3 on: August 18, 2011, 06:55:57 AM » |
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The graphics look great. Jeez.
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baconman
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« Reply #4 on: August 18, 2011, 04:23:01 PM » |
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This sucks. With no smartphone capable of playing this juicy trinket, all I can do from here is drool and envy. One thing I really like about this CraftFormer in particular is that it keeps the crafting simple, and the tilegrid large enough to do cool stuff with it, without having to notch something together every 8 px. Rock on.
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JasonPickering
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« Reply #5 on: August 18, 2011, 04:51:19 PM » |
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Looks pretty cool. did you end up contacting Toucharcade or did they find you guys.
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xsx
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« Reply #6 on: August 19, 2011, 12:47:19 AM » |
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Hi all, thanks for the feedback :D
Jason, toucharcade found us and asked for an interview by mail.
Next updates: hell world! And i'm working on sounds too.
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xsx
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« Reply #7 on: August 21, 2011, 01:47:41 PM » |
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Hi all, the hell world is not done yet, but we have a new update that kept us busy for a while.. building blocks!These are done by gathering materials around the world. Here is a little example of what can be done in the beginning. Soon other updates!
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BattleBeard
Level 6
please touch me
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« Reply #8 on: August 21, 2011, 01:49:28 PM » |
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This game looks quite nice.
Support +100
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xsx
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« Reply #9 on: August 22, 2011, 08:22:02 AM » |
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Balancing all the undergrounds is a disaster!
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baconman
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« Reply #10 on: August 23, 2011, 03:24:07 AM » |
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Balancing all the undergrounds is a disaster! How so? You simply make the deeper terrains contain more hazards and stronger foes, since they obviously take the most effort to get into (and back out of). A player doesn't have to excavate the ENTIRE DEPTH of one underground all in one go, you know. They can cherry pick the upper portions of the different ones first, and then go back later, better prepared for deeper penetration.
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xsx
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« Reply #11 on: August 23, 2011, 04:58:28 AM » |
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thanks for the suggestions, the problem is finding a right balance of how much gold, how much chests, how much precious chests, vases, gems, etc etc..but i'm slowly finding a right balance :D
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xsx
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« Reply #12 on: August 24, 2011, 02:13:02 AM » |
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you can see what i mean here. lots of things!
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baconman
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« Reply #13 on: August 24, 2011, 03:00:29 AM » |
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Funny you mention that, we were just discussing that kind of balancing issue in the Design subforum. Generally, 60/30/8/2 (or abridged; 60/30/10) works pretty good. I'd say how this pertains to this project would go something like: 60% = gold/goods (/vases?) 30% = enemies/traps 10% = precious finds* (gems and equipment, I'm assuming) *Now, however their value plays into the game should determine which way that 8%/2% goes. Do the gems give you powers or abilities, or does collecting a set of them affect you somehow? Are they just shiny things you can decorate with or sell for a whole lot of moolah? Do they function similar to extra lives, heart containers, or continues? If the gems do anything really pertinent to the gameplay, I'd make those the 2%'ers. Maybe even 1% if the effect is rather drastic; and then the 8% becomes equipment. If they're just big money, on the other hand, I'd make THOSE the 8% and keep the equipment as the 2%. Then, you just determine the equipment's value and abilities by how deeply it's placed.
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xsx
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« Reply #14 on: August 24, 2011, 09:07:15 AM » |
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Hey, thank you for the tips. Very very appreciated. I'll update when i'll have something worth posting!
Thanks again :D
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baconman
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« Reply #16 on: August 28, 2011, 01:37:09 PM » |
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That's gonna be SO EFFING FUN once it's released! Lucky iPhoons!
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Detocroix
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« Reply #17 on: August 28, 2011, 11:37:56 PM » |
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Looking very excellent As someone said in the original thread, people will compared it to Terraria, spelunky and minecraft. And... I will too. Its looking very lovely, where Terraria failed in art style (its not as snappy as some claim it to be) you succeeded :D One thing that strikes me, looking at the pictures, is the "brightness" of the backwalls. You need to tweak it down, especially on overworld dirt background and the wooden... bricks (?) are confusing to watch and steal too much of your attention It would really make stuff easier to read without wasting concentration. That said. Keep it up! Looking cool and fun. Love the pig and cow
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xsx
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« Reply #18 on: August 29, 2011, 03:58:14 PM » |
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New work in progress video: quests!
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stef1a
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« Reply #19 on: August 29, 2011, 05:14:11 PM » |
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Very cool stuff.
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