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1308803 Posts in 58569 Topics- by 49694 Members - Latest Member: snkyhckr

August 16, 2017, 01:41:46 pm

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TIGSource ForumsFeedbackDevLogsThief Story
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Ashkin
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« Reply #20 on: June 29, 2013, 12:30:42 am »

Gorgeous stuff here. What kind of stealth mechanics will there be? Can't be a thief game without some sneakin'.
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Konidias
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« Reply #21 on: June 29, 2013, 01:51:00 am »

There is the standard sneaking (moving slower and quieter) You'll need to get past sleeping guards (and awake ones)

Not to mention slipping past various citizens, household pets, camera security systems, etc...

I really want to work in hiding in shadows but I'm honestly not sure how well that would work in a game like this. If I go that route it would end up being a lot of dynamic lighting and it would probably pull away from my original vision of the game.

NPCs will detect you if you make too much noise or motion near them.

Also there are disguises. Oh yes. Cool
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Calum Bowen
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« Reply #22 on: June 29, 2013, 03:37:03 am »

Never mind me, I'm just here for Calum's music. Smiley

ah shadap! i'm just here for yr art!

really excited by this game! :~D
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Inanimate
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« Reply #23 on: June 29, 2013, 04:27:45 am »


I really want to work in hiding in shadows but I'm honestly not sure how well that would work in a game like this. If I go that route it would end up being a lot of dynamic lighting and it would probably pull away from my original vision of the game.


Couldn't you just have preset zones 'lighted' that flicker on and off, move, etc.?
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Miguelito
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« Reply #24 on: June 29, 2013, 04:40:28 am »


I really want to work in hiding in shadows but I'm honestly not sure how well that would work in a game like this. If I go that route it would end up being a lot of dynamic lighting and it would probably pull away from my original vision of the game.


Couldn't you just have preset zones 'lighted' that flicker on and off, move, etc.?

I say you implement random color shifts, critchety-cratchety noises, darkening everything and image wobble like you just drank a vat of Jäger. Starting the exact second you step one inch away from a lightbulb.

Just kidding actually, I thought that was ridiculous in Amnesia.
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matriax
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« Reply #25 on: June 29, 2013, 07:37:01 am »

Here's an early look at the inside of a residential place:
(clicky for full size)




Lots of details missing and it's really just an early test level to get everything working before I really settle in and design proper levels.

Wow! Great and polished pixel art! Shocked show more!
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Miguelito
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« Reply #26 on: June 29, 2013, 12:19:08 pm »


Sir Definitely-Not-Featured-In-This-Game, which was just a spare time thing today. Smiley
(Then again 32x32 pixel sprites can easily be upscaled to get this though, I've seen it lots of times on CSI.)
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Calum Bowen
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« Reply #27 on: June 29, 2013, 12:20:07 pm »


Sir Definitely-Not-Featured-In-This-Game, which was just a spare time thing today. Smiley
(Then again 32x32 pixel sprites can easily be upscaled to get this though, I've seen it lots of times on CSI.)

hahaha oh my god - stick a trumpet in his hand and we've got the soundtrack cover art.
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Miguelito
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« Reply #28 on: June 29, 2013, 12:37:09 pm »

It's not like I have any self-respect anyway.

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Calum Bowen
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« Reply #29 on: June 29, 2013, 01:56:54 pm »

you never cease to amaze me.
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Konidias
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« Reply #30 on: June 29, 2013, 02:13:55 pm »

Hand ClapCheesy
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Franklin's Ghost
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« Reply #31 on: June 30, 2013, 02:17:11 am »

Always a sucker for thief games and Miguelito's art so will definitely be following. Seems like you guys have set up a great team Smiley
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Konidias
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« Reply #32 on: July 01, 2013, 10:53:40 pm »

Updating the title screen with an improved logo and the save slot system



Also worked more on the events that trigger when you are caught. Now as the timer gets near to zero, you will hear the police sirens approaching in the background. Also finally got around to updating noises made when you open cabinets. :D
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Konidias
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« Reply #33 on: July 02, 2013, 10:20:11 pm »

Shot of the level editor. (and look at that, some of the museum tileset)



Currently this is just an internal editor but I'm debating making it public so people could make levels... it would just extend development time some as I would need to modify some stuff in order to make it more user friendly. Right now there are a lot of bits and pieces that need to be assembled a certain way in order for them to work properly... So hopefully I can streamline that, or something.

Durr...?
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Pemanent
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« Reply #34 on: July 02, 2013, 10:32:10 pm »


This is really good. What did you use to paint this?
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increment
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« Reply #35 on: July 03, 2013, 04:01:47 am »

So many things I want to steal.  This looks better and better.
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eobet
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« Reply #36 on: July 03, 2013, 09:36:21 am »

Everything in this thread is seriously impressive.

Is it just me, or have there recently been quite an influx of burglary games?  Noir
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Connor
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« Reply #37 on: July 03, 2013, 11:59:47 am »

It's not like I have any self-respect anyway.

well, this made me laugh.
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Firearrow games
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blitzkampfer:
https://forums.tigsource.com/index.php?topic=52009.msg1280646#msg1280646

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Konidias
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« Reply #38 on: July 03, 2013, 12:02:53 pm »

Everything in this thread is seriously impressive.

Is it just me, or have there recently been quite an influx of burglary games?  Noir
Thanks!

What are some other recent burglary games?
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Miguelito
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« Reply #39 on: July 03, 2013, 12:15:52 pm »

This is really good. What did you use to paint this?

Thanks! It's actually just a rough sketch with some standard brushwork on top of it, and a Paint Daub filter added.
I'm currently trying to get into skeletal 2D, which I find a bit tough using exclusively parts and no single drawn frames. I was thinking of a character to use and given I'm currently in the swing of this I went "Well, why not him"? All the proportions and expression are tongue-in-cheek, of course.

Here's a slightly more properly proportioned version, by the way.


Edit: Me posting here is the reason we're still at 20% and not finished yet, with 50 hours of sequel material done. Tongue
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