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TIGSource ForumsCommunityDevLogsGoldspace (TopDown Space Crawl)
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Author Topic: Goldspace (TopDown Space Crawl)  (Read 27842 times)
SunWuKong
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« Reply #100 on: August 06, 2015, 12:26:02 AM »

Wow, as a person who used Stencyl for while this is SUPER impressive. Looks really nice and I hope it works out well for you!

Best,

-Tim
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Bombini
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« Reply #101 on: August 06, 2015, 03:11:24 AM »

Wow, as a person who used Stencyl for while this is SUPER impressive. Looks really nice and I hope it works out well for you!

Best,
-Tim

Thanks!
I am definetly at the edge of what Stencyl can do in this genre and complexity.
I enjoy the tools of Stencyl and how its setup a lot but i do see a lot limitations when it comes down to creating desktop games.
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MannequinRaces
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« Reply #102 on: August 06, 2015, 03:24:02 AM »

Is there a Mac build for this (only saw PC from the download link)?  I used to follow your dev log over on the Stencyl forums and since joining here it's great to see you're still working on it!!

I will compile a MAC version next week once i have a MAC.
Excellent!  Looking forward to playing this.
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Bahototh
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« Reply #103 on: August 06, 2015, 03:45:53 AM »

Looks super-nice!
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Bombini
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« Reply #104 on: August 07, 2015, 05:09:28 AM »

I am reworking the tile set for one of the planets (left is new; right is the old version).
I really start to like the shadow. I had huge difficulties reworking it but i think i am getting there now.
What do yout hink?

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MannequinRaces
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« Reply #105 on: August 07, 2015, 07:43:46 PM »

Liking the shadow and the bright orange really pops!
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woodenrabbit
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« Reply #106 on: August 07, 2015, 07:45:16 PM »

The game looks great! :D
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Bombini
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« Reply #107 on: August 11, 2015, 04:10:39 AM »

Thanks a lot guys!
It takes shape...
MAC will be availbable next week.

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Bombini
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« Reply #108 on: August 14, 2015, 06:58:16 AM »

I implemented thin walls which take damage when you shoot at them.
Can also be blown up:



This will allow a more fun leveldesign Smiley
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MannequinRaces
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« Reply #109 on: August 14, 2015, 07:27:49 AM »

MAC will be availbable next week.
Sweet!  Liking the thin walls.  Nice idea.
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Bombini
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« Reply #110 on: August 18, 2015, 02:37:55 AM »

Thanks!
Sorry for the delay on the MAC version.
I hope next week.

Other news:
I realized that i am too limited right now to tell a story.
It adds so much more depth.
I will need a simple dialogue system. I am not sure if i will pause the game while the text appears.
Currently testing a rough speech bubble system i created.
I am drawing the bubble (which resizes on the lenght of the text):

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Bombini
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« Reply #111 on: August 20, 2015, 12:40:12 AM »

I advanced (almost finalized) the dialogue system.

This is what it does:
  • Trigger linear comments in the game world (using numbers in a list)
  • Start a dialogue with an NPC and define the reaction of NPC
  • Game will pause during dialogue
Still a bit dirty but its getting there:




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Bombini
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« Reply #112 on: August 25, 2015, 06:00:16 AM »

Testing new enemies with lasers:
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ryansumo
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« Reply #113 on: August 25, 2015, 07:02:36 AM »

Thanks a lot guys!
It takes shape...
MAC will be availbable next week.



Its hard to pinpoint but something about the color combination throws me off a little bit.  Maybe either tweak the blue of the sea or the brown of the ground so that it better complements the bright orange rocks?  Otherwise looking great!
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Pixel Noise
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« Reply #114 on: August 25, 2015, 07:33:01 AM »

The move to add shadow and diversify the color palette a bit is a good one I think. Still needs balancing in terms of colors (as mentioned in previous comments), but overall - great progress! I loved Realm of the Mad God, so anything using that tileset automatically interests me Smiley
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Bombini
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« Reply #115 on: September 02, 2015, 05:24:53 AM »

The move to add shadow and diversify the color palette a bit is a good one I think. Still needs balancing in terms of colors (as mentioned in previous comments), but overall - great progress! I loved Realm of the Mad God, so anything using that tileset automatically interests me Smiley

Thanks!
And as i mentioned i advenaced, reworked and added so much stuff that 5% of the original style are left.
But still a long way to go and i still enjoy it.



I am very happy to be in the Top 100 on IndieDB (#74 right now) Smiley
Pretty sure this will drop a lot soon but its the first time!
Iam getting a lot good feedback and people seem to enjoy the demo already a lot!

There is also a nice first review on haogamers.com.
Talk to you soon about a new version of the starmap!

« Last Edit: September 02, 2015, 05:39:31 AM by Bombini » Logged

Bombini
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« Reply #116 on: September 07, 2015, 07:32:28 AM »

I worked on an auto tile system and i am slowly getting there.
I add the shadows using "if" commands which is not very nice but maybe i can advance the system.
Really not my strength Sad



There is still a lot works till i end up here:

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EddieBytes
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« Reply #117 on: September 07, 2015, 07:35:12 AM »

I've been watching this thread for a while now, and I like what I am seeing  Hand Thumbs Up Right
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Bombini
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« Reply #118 on: September 09, 2015, 05:49:49 AM »

Thanks EddieBytes!

I want to share some thoughts regarding the current star map & system.
Sp how does the current system work...

A new star map is created every time the player starts a new game:
  • The system creates 3 regions in which planets as well as the nn moving main mission levels are randomly placed
  • Up to 6 spaceships different travel between those planets with an own logic
  • A spaceship is picked on encounter out of a random ship pool depending on how much ships have been raided and level of own weapons

Mood:
  • Each race is represented by a planet and has a mood (each spaceship belongs to one race.
  • The mood de/increases depending on how much spaceships are attacked or rescue missions are done.
  • This will change enemies in levels and send attack drones toward your ship on highest level.
This system is inspired by the mood system which Sid Meyer's Pirates uses.

Why is is not fun in my view?

Let's compare:

Sid Meyer's Pirates:
The player has to find the balance between raiding nations (gain loot but loose supporting cities) and working for a nation (which also decreases the amount of supporting cities). The map is much bigger. It therefor plays a huge role if there is a supporting city in range or not. The player needs supporting cities to stay alive and the get fresh troops.

Space Pirate: There is actually no need for supporting cities because you don't have resources like fuel or crew. Being attacked or hunted is not so much fun because i don't have ship to ship combat.
The current system and star map is just not complex enough.
Another aspect to talk about is the star map itself. Its "a new map every time you play" but the problem with the current star map is that you don't have too much limiting factors.
Unfogging the current map is not as much fun as it could because the raid able spaceships also move all the time.
Everything could be everywhere.

I a nutshell:
I try to simulate an open world game but its just not exciting enough because its not tied close enough into the core gameloop.

My proposal:
Its fun to unfog the map but there need to be more static levels, rewards and secrets in it.
The gameplay can be more linear to give the player a sense of pregression. Guide theplayer better with dangerous green nebula, some wormholes and have enemy ships still on troutes but they should to go over the whole map.
Get a bit of a gamble when encountering an new ship (scan, attack, leave).

I think it still makes sense to keep the mood system in the background (invisible) and change the enemies according to it but i dont think it should be in the focus like it is right now. I rather want to put the most important resource in the focus for such a game which is the loot and the next goal for the player.

Please let me know what you think!

Current version below and sketch under it:

« Last Edit: September 09, 2015, 05:56:59 AM by Bombini » Logged

Bombini
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« Reply #119 on: September 21, 2015, 04:59:50 AM »

I got a lof feedback and will compile this! Thanks for that.

I am still compiling the feedback and my thoughts into a nice concept which i will share soon.
Meanwhile...i am experimenting a lot with the planet structure.

I have a rough system in place (thanks to the awesome help of Meestar) where a planet will be generated everytime you load it which is a lot of fun. Digging works. I have to add loot and some enemies as well as hidden secrets:



Do you have anyideas how to search for treasures? I like the ideas of finding maps but i also need an indicator.
What do you think about a light in ui which flashes slowly red to fast green depending how close you are to a treasure.
Let me know!
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