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TIGSource ForumsCommunityDevLogsPainters Guild [OUT NOW]
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Author Topic: Painters Guild [OUT NOW]  (Read 97067 times)
AD1337
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Lucas Molina


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« on: June 27, 2013, 04:09:50 PM »


Painters Guild is a simulation game about managing a guild of painters: hire artists, teach them, make paintings, sell them, buy furniture, and stuff...



Promotional art.

It is being made by me in Flash, my friend Morvan will make the music like in all my games (even though he doesn't know yet).

In-game gif:




Gameplay soon™.
« Last Edit: September 01, 2015, 05:51:31 AM by AD1337 » Logged

mushbuh
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« Reply #1 on: June 27, 2013, 04:12:20 PM »

posting for tracking  Blink u Blink  Hand Thumbs Up Right
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Zeredek
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« Reply #2 on: June 27, 2013, 04:12:37 PM »

That's cool. How will you handle drawing the paintings themselves?
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AD1337
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Lucas Molina


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« Reply #3 on: June 27, 2013, 04:19:34 PM »

posting for tracking  Blink u Blink  Hand Thumbs Up Right

Woah! Cool!

That's cool. How will you handle drawing the paintings themselves?

Not sure yet! For their visual look I'm thinking of randomizing them somehow. As for the gameplay, you just drag the artists in front of the canvas and they paint it.



Original first post:

Mockup:



Prototype:

Grid, character movement by dragging and grid snapping:


Replaced prototype graphics with mockup ones:
« Last Edit: December 12, 2013, 05:59:11 PM by AD1337 » Logged

Sean Han Tani
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« Reply #4 on: June 27, 2013, 04:34:38 PM »

hooray! looking forward to it.
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AD1337
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Lucas Molina


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« Reply #5 on: June 27, 2013, 05:17:18 PM »

hooray! looking forward to it.

Thank you!

I have figured out the gameplay. It will be like tetris mixed with match-3 except completely different. That is the core mechanic, making paintings. Player interaction will be moving these artists around the screen to make them paint, study, rest, mix paints and stuff.
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AD1337
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Lucas Molina


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« Reply #6 on: June 28, 2013, 10:32:35 AM »

Trying out isometric tiles.



I agree iso has a lot more potential to look good, but it brings more problems to my poor coding skills and makes the art take more time. I would certainly go for iso if I wasn't a solo dev, but I gotta consider my limitations.
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AD1337
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Lucas Molina


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« Reply #7 on: June 28, 2013, 02:37:40 PM »

Progress: An artist painting.

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Silbereisen
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« Reply #8 on: June 28, 2013, 03:05:23 PM »

Quote
I agree iso has a lot more potential to look good, but it brings more problems to my poor coding skills and makes the art take more time. I would certainly go for iso if I wasn't a solo dev, but I gotta consider my limitations.
there are also potential readability problems that would have to be sorted out. just go with zelda style mixed perspectives.

anyway, looks good, will be watching.
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AD1337
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Lucas Molina


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« Reply #9 on: June 28, 2013, 07:10:16 PM »

there are also potential readability problems that would have to be sorted out. just go with zelda style mixed perspectives.

anyway, looks good, will be watching.

Yep. I'm glad I decided to stick with normal tiles, this is complicated enough. It's funny you mentioned Zelda, I had just added some Link to the Past and Minish Cap indoors screenshots to my references folder for this project. Thanks!

Now supporting multiple sized paintings (1x1, 1x2, 3x4...). Need to make them look that way now.

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AD1337
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Lucas Molina


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« Reply #10 on: June 28, 2013, 07:34:44 PM »

Big paintings now display that way.

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AD1337
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Lucas Molina


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« Reply #11 on: June 29, 2013, 08:53:09 AM »

Painters Guild: several artists working on the same painting. Now to make them combo.

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AD1337
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Lucas Molina


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« Reply #12 on: June 29, 2013, 09:32:46 AM »

Working on combos, if the icon is the same, they will be removed and the painting will get a bonus (sort of like in match-3 games).

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AD1337
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Lucas Molina


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« Reply #13 on: June 29, 2013, 09:55:13 AM »



Testing combos in the case of varying artist progress rates (faster and slower artists). It looks a bit messy and might not work well.
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AD1337
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Lucas Molina


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« Reply #14 on: June 29, 2013, 10:16:16 AM »

Trying out varying progress circle speeds. This makes for a complex and hard to predict system. Artists with extreme speed differences are likely to combo more, as the fast circles "pick up" the slow circles on their way. 2 fast artists are likely to never combo. I'm finding it hard to understand how to balance this.

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Rayiner
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« Reply #15 on: June 29, 2013, 10:18:30 AM »

It looks awesome!
Will be tracking this one for sure.
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AD1337
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Lucas Molina


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« Reply #16 on: June 29, 2013, 10:43:12 AM »

It looks awesome!
Will be tracking this one for sure.

Thanks!

Switching artists around can have a huge impact. It can go from "never combo" to "always 2 combos" right away. In one hand, I like how this can reflect "this guy works better next to that guy", but on the other hand, it's not very intuitive, and requires trial and error instead of being evident.

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AD1337
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Lucas Molina


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« Reply #17 on: June 29, 2013, 02:56:11 PM »

Made a collision map so you can't stack artists or put them on top of paintings.

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gimymblert
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« Reply #18 on: June 29, 2013, 03:09:03 PM »

track post
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darkhog
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« Reply #19 on: June 29, 2013, 04:18:32 PM »

Cool idea. I hope execution will be good too.

For one thing, I'd love to see paintings being procedural instead of few preset ones. True, procedural pictures would be mainly abstract ones, but I'm sure such game would get away with this.
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