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TIGSource ForumsCommunityDevLogsHamster, Eagle Hunter
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Author Topic: Hamster, Eagle Hunter  (Read 11593 times)
Dayvi
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« Reply #40 on: August 14, 2013, 02:18:58 AM »

We now have a deviantArt account: hamstereaglehunter.deviantart.com

and a Steam Community: steamcommunity.com/groups/hamstereaglehunter
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Music Vortex
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« Reply #41 on: August 14, 2013, 02:56:49 AM »

Nice concept and great art, I'm curious about the type of gameplay this game will have.
Keep it up!  Beer!
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Jose Mora-Jimenez - Composer
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Dayvi
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« Reply #42 on: August 16, 2013, 03:42:15 AM »

Coin Shields:
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Atelier Sentô
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« Reply #43 on: August 18, 2013, 01:08:09 AM »

Post-apocalyptic hamsters? What a splendid idea!
I love all the funny details (the coin/watch shields).
This is going to be a great game to play!
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barneycumming
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« Reply #44 on: August 21, 2013, 07:37:33 PM »

this looks really gorgeous- is it all going to be 100% self-illuminated in the game, or are you doing engine lighting/shading?

i would love to see this all self illuminated... i feel like some of that lovely texture work goes to waste with engine lighting on top
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Panurge
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« Reply #45 on: August 23, 2013, 10:25:16 AM »

I love the concept behind this. A really original new angle. Can't wait to see how it develops.
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habadash
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« Reply #46 on: August 23, 2013, 01:53:20 PM »

I'm a sucker for this kind of low poly stuff. Really like the nonchalant attitude the hamster has
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Dayvi
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« Reply #47 on: September 23, 2013, 08:16:01 AM »

We're not dead, just busy coding and creating assets  Smiley

We really need the help of someone with good HTML, CSS & webdesign skills. Email [email protected] if you're the one.

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JLJac
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« Reply #48 on: September 23, 2013, 12:41:12 PM »

Really, really cool concept  Kiss

Are you close to providing us with any environment screenshots yet? I hope you'll manage to create a sense of scale, with vast fields and really big airspaces to fly around in.
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karlozalb
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« Reply #49 on: September 23, 2013, 02:20:23 PM »

Extremely cool, following!
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SirNiko
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« Reply #50 on: September 23, 2013, 02:30:52 PM »

I really dig how you're using scaled up real-world objects for the equipment. With a design like that, even if the items fall into simple categories (for example, a series of shields with no special capabilities) they'll be unique and interesting and worth seeking out even when they're no longer an upgrade. Level design heavily influenced by impressions of discarded human objects would be really keen!

The coin shield and the keyboard don't seem to jive in style, though. The coin looks cartoony with big polygons, while the keyboard looks really realistic. Or maybe the keyboard isn't actually an asset for the game?
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Dayvi
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« Reply #51 on: September 25, 2013, 02:50:46 PM »

We still need the help of someone good with HTML+CSS.

@SirNiko They were created by different artists, so the style is a little different. Building an art style is quite tricky Smiley

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ekun
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« Reply #52 on: September 25, 2013, 02:54:47 PM »

 Kiss

following this. brian jacques's creatures in a modern world, I love it.
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ryansumo
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« Reply #53 on: September 25, 2013, 05:27:26 PM »

I love Brian Jacques too and this art is really doing it for me.
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Dayvi
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« Reply #54 on: September 26, 2013, 06:06:02 AM »

We still need the help of someone good with HTML+CSS.


Random Level Generation
In HEH we wanted to give a reason for random levels. In other games the reason for random does not exist (Binding of Isaac) or is a bit too simple ("The Walls Are Shifting").

So we came up with the pneumatic postal tubes system (or called "Stargates" by the Shrews).
There is a network of tubes around the world (to a human it would be just a mile). Through these tubes Hamsters, Mice and Shrews travel in capsules to other rodent cities or levels.



The player can generate a random level in a cities gate room. Each level is given a seed (to share with other players). Seeds can be manually input (allowing us to hide secret levels) or partially input (the player might feel like playing a new hard forest level or an easy river bank level).



Some quests (given in town) will require specific levels to be played, some will require random levels. These quests will explain the creation of the Shrew/Mole Stargates and how the map of the tube network was lost.
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Doktor_Q
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« Reply #55 on: September 26, 2013, 09:21:39 AM »

That is an amazing concept, and reminds me vaguely of the mantras from Treasure of Rudra. Or just a regular old password system I guess.
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Dayvi
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« Reply #56 on: October 02, 2013, 04:04:07 AM »

This is the 'Timeter' model, a Shrew.



In the comic he's the one who finds the fallen satellite.

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Skippi
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« Reply #57 on: October 02, 2013, 04:59:54 AM »

really really cool!!! Congrat.
« Last Edit: October 02, 2013, 05:30:01 AM by Skippi » Logged
IronWill
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« Reply #58 on: October 02, 2013, 05:18:16 AM »

I grew up reading Brian Jacques and watching Secret of NIMH.  This game looks awesome!  I can't wait to see more.
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ANtY
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« Reply #59 on: November 28, 2013, 09:18:37 AM »

omg, this is so fucking awesome, how did I miss it
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