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Rat Casket
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« Reply #60 on: May 03, 2014, 09:26:48 AM » |
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Thanks man!
Today I am working on deflecting projectiles in different directions with the shield.
So far I have it set up to where after the arrow hits your shield, you have a few frames to push the direction you'd want to deflect the arrow towards. So if the arrow is coming from the right, you block it, and within 3 or 4 frames you push UP it will send the arrow up. The problem with this is that its a super tight window (unless you play fighting games) and it can be pretty hit or miss. It also looks strange to see the arrow pause for a few frames before continuing in a direction.
What I am going to do instead is just let you push UP and send the arrow up. If the arrow is within x pixels of the player when you push up she will do sort of an upward sweep with the shield, swatting the arrow upward.
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Christian
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« Reply #61 on: May 03, 2014, 10:18:41 AM » |
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Thanks man!
Today I am working on deflecting projectiles in different directions with the shield.
So far I have it set up to where after the arrow hits your shield, you have a few frames to push the direction you'd want to deflect the arrow towards. So if the arrow is coming from the right, you block it, and within 3 or 4 frames you push UP it will send the arrow up. The problem with this is that its a super tight window (unless you play fighting games) and it can be pretty hit or miss. It also looks strange to see the arrow pause for a few frames before continuing in a direction.
What I am going to do instead is just let you push UP and send the arrow up. If the arrow is within x pixels of the player when you push up she will do sort of an upward sweep with the shield, swatting the arrow upward.
What about going into slow-mo when the projectile hits? So maybe it wouldn't seem weird if the player expects the game to slow down for a moment anyway.
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Rat Casket
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« Reply #62 on: May 03, 2014, 10:27:48 AM » |
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With as often as you will be blocking stuff that could get really annoying really fast.
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SolarLune
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« Reply #63 on: May 05, 2014, 11:16:13 AM » |
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With as often as you will be blocking stuff that could get really annoying really fast.
I think it depends on how you do it. You could always also allow players to turn it off (like Cobalt).
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Christian
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« Reply #64 on: May 05, 2014, 12:21:02 PM » |
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This is going to sound super nitpicky, but isn't "Heroine" more concise than "Female Main Character"?
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Rat Casket
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« Reply #65 on: May 05, 2014, 12:53:48 PM » |
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This is going to sound super nitpicky, but isn't "Heroine" more concise than "Female Main Character"?
its too late to change the subtitle of my game. also, who said she was the heroine in this story?
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karlozalb
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« Reply #66 on: May 05, 2014, 01:47:06 PM » |
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this looks pretty cool :O and...arrow redirection with a shield? sold
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Whiteclaws
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« Reply #67 on: May 05, 2014, 01:54:09 PM » |
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Observing Cobalt, they used a pretty nifty trick to make it non-frustating for multiplayer, the more you're distant from the source of the slo-mo the less you'll be slowed down
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Rat Casket
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« Reply #68 on: May 05, 2014, 02:49:14 PM » |
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Observing Cobalt, they used a pretty nifty trick to make it non-frustating for multiplayer, the more you're distant from the source of the slo-mo the less you'll be slowed down
Cobalt also isn't about constantly coming into contact with bullets/projectiles over and over and over in rapid succession sometimes. The slowmo is unnecessary for Shield. Its a context sensitive thing. So if you are about to get hit and you block up, you swat the arrow/projectile upward. No slow motion required.
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Superb Joe
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« Reply #69 on: May 05, 2014, 04:23:15 PM » |
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lol
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Rat Casket
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« Reply #70 on: May 05, 2014, 07:04:23 PM » |
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what he said
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Udderdude
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« Reply #71 on: May 05, 2014, 07:04:49 PM » |
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You should add water and give the player the ability to float across it on her shield.
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Superb Joe
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« Reply #72 on: May 05, 2014, 11:02:06 PM » |
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what he said
tryhard, cynical, opportunistic fetishised tokenism is uh, the really good shit, and extremely socially just, but until you buy some concept art to the contrary i have to assume that the green squares in your gamemaler prototype are piece of shit white males
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Udderdude
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« Reply #73 on: May 06, 2014, 03:54:05 AM » |
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Try going back a page.
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Tuba
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« Reply #74 on: May 06, 2014, 04:12:23 AM » |
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Cool gameplay idea and nice character design.
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BomberTREE
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« Reply #75 on: May 06, 2014, 11:56:01 PM » |
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Cool concept, looking forward to seeing more design 
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Rat Casket
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« Reply #76 on: May 07, 2014, 05:45:48 AM » |
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NEEDS MORE MOVEMENT
Why is Knytt cool despite being mostly rooms of nothing? Well it has a shit load of charm and atmosphere but it also has cool/fun movement. If it were just platforming it would probably suck but the wall climbing is really great.
Right now I only have a two kinds of movement. Regular ol platforming and shield surfing (where applicable). So general platforming has to *always* be interesting and challenging or I need to add some other kinds of cool movement. No ladders yet but maybe its time to add them.
Yes I'm aware that when you think "cool" you don't think ladders but the more breaks in the left/right jump formula the better.
I could also add swimming, or floating on the shield as was suggested. Hell you could even shield surf across water.
Then again there is always digging? I just want a nice way to use it without it feeling too limited.
EYE DEE KAY.
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Cakeypigdog
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« Reply #77 on: May 07, 2014, 06:07:10 AM » |
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digging, digging, digging!
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Rat Casket
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« Reply #78 on: May 07, 2014, 06:21:39 AM » |
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digging, digging, digging!
If I can add it without it breaking puzzles and still be interesting/fun. :l
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Scott
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« Reply #79 on: May 07, 2014, 06:31:34 AM » |
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Modern Mario is fun for most because of (like you said) the zillion different variations of things you can do to break up the monotony.
VVVVV caught on because of its simplicity but having a primary, interesting mechanic which could be exploited in a variety of ways.
I think part of the charm of the original post and gif (and what seems to be fading in the following posts) is its simple yet fresh concept. Maybe, instead of thinking of the rooms as puzzles with enemies contributing to the puzzles... maybe the enemies are the puzzle and the room design compliments that.
For instance, in my imagination, you can't really cheat or circumvent a design easily by simply digging around it, because an enemy simply ends up inside your tunnel and you die (or you are trapped for eternity because you stubbornly keep your shield up as the enemy goes back and forth).
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