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TIGSource ForumsCommunityDevLogsMicrogue - out now on iOS
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Author Topic: Microgue - out now on iOS  (Read 27741 times)
Chris Pavia
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« Reply #40 on: September 06, 2013, 11:53:07 PM »

Did a thing based on the last screenshot you posted:

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nss_aries
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« Reply #41 on: September 07, 2013, 03:00:48 AM »

Looks cool Smiley Nice colors
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JasonPickering
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« Reply #42 on: September 07, 2013, 06:57:29 AM »

Chris that is awesome. I would love to put that out on twitter today.
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Chris Pavia
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« Reply #43 on: September 07, 2013, 08:21:14 AM »

Be my guest!
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JasonPickering
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« Reply #44 on: September 08, 2013, 07:25:03 PM »

Currently working on the artifact system. It's going well but it's super slow. After each win a treasure is shown and that treasure will be a special item. Each item will have a back story as I try and make the world feel a bit fuller. For example a dragons scale. The dragon was killed by a great warrior. another artifact is that warriors sword. I want everything to feel somewhat connected. Biggest problem has been my terrible writing.
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JasonPickering
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« Reply #45 on: September 10, 2013, 03:54:12 PM »

working on Treasure Pieces. What do you guys think is the font to crammed together? I could cut the writing in half and maybe space it out a bit more. (Ignore Spelling errors.)



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i-kari
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« Reply #46 on: September 10, 2013, 10:23:57 PM »

Yes that's what I would do. I think it needs more space between the lines.
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kurtkz
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« Reply #47 on: September 10, 2013, 10:26:01 PM »

Seconded, it does look a little cramped. Have you considered procedurally generating back stories for all the items? Might make it easier (or trickier, it's always hard to judge  Ninja) in the long run if you're going to implement a variety of items.
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Excy
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« Reply #48 on: September 11, 2013, 06:07:56 AM »

that might actually be a good way to sort it, by monster. so I can say Rat is the fastest and always goes first. skeleton is second and always got next.

Pemanent: the biggest worry I have about code is usually going back to fix something and then its just this like cluster.

Don't know if you thought about it yet but you could incorporate the player into that system, so having high speed would be advantageous.
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JasonPickering
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« Reply #49 on: September 11, 2013, 07:25:48 AM »

better spacing?



Exception: there actually are no stats. the player will always go then all the monsters will take their turn. Its more inline with a boardgame then a RPG.

kurtkz: there is not much room for writing and I always wanted the treasures to be defined things so they wont be procedural. also the treasures will work more like a spiderweb of stories building a history outside the tower. for example another treasure is the sword of the warrior that killed the dragon. And then another treasure will tie back into the dragon.
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_bm
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« Reply #50 on: September 11, 2013, 09:07:39 AM »

Wow. I will totally buy this when it's done.  Shocked
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Code_Assassin
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« Reply #51 on: September 11, 2013, 09:44:32 AM »

Spacing is better than the last screenshot.
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JasonPickering
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« Reply #52 on: September 11, 2013, 11:16:33 AM »

lemoncreme:  Beg
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Franklin's Ghost
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« Reply #53 on: September 12, 2013, 04:44:11 AM »

The new spacing is working better and I like how you are building a backstory with these items. Nice clever way to build the reality of the world.
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rek
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« Reply #54 on: September 13, 2013, 09:47:31 AM »

The possessive of "it" is "its", not "it's".
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JasonPickering
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« Reply #55 on: September 15, 2013, 04:09:27 PM »

Thanks rek. I'll fix that. Not sure how I missed it.
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JasonPickering
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« Reply #56 on: September 19, 2013, 05:36:05 AM »

doing more work on the framing stuff. Added in all the obstacle descriptions and working on the treasure system now. I have put a hold on new content until I get all the extras like options and stuff in. I still have a long list of things to go in, but I want to finish the total game package first.
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Excy
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« Reply #57 on: September 20, 2013, 01:59:05 AM »

Exception: there actually are no stats. the player will always go then all the monsters will take their turn. Its more inline with a boardgame then a RPG.

Sorry for the late reply.
Agreed, looks like you know what you want this game to be and you're pretty set on it, good job
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JasonPickering
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« Reply #58 on: September 23, 2013, 08:19:23 AM »

more updates!!! working on getting the difficulty curve more in line. The beginning is not as easy as before but still kind of easy, the difficulty curve needs to jump a little bit more in the beginning, and instead of a gradual increase it needs a few plateaus.

working on a lot of the extra stuff though (Saving, Options, Menus) my least favorite part of the process.
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Purcy
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« Reply #59 on: September 26, 2013, 01:14:26 PM »

Happy to see continual progress. Was great when I tested it.
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