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TIGSource ForumsCommunityDevLogsSpace Pirate (TopDown Space Crawl)
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Author Topic: Space Pirate (TopDown Space Crawl)  (Read 20009 times)
io3 creations
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« Reply #160 on: April 06, 2016, 09:39:16 AM »

Hi guys,

i need your opinion!
I got contacted by a graphic artist who is interested in revamping Space Pirate.
Here is a sample. Let me know what you think:

Original:


Revamp:


Please let me know!
In a way I like the clean, simplistic approach of the first one.  The second one has more details and might work better (or more people would like it) but as @marcgfx mentioned, certain features look off.
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Mr E Key [formerly Mr E Soup] devlog
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« Reply #161 on: April 06, 2016, 11:51:08 PM »

Thanks a lot for all the feedback guys!
We agree that certain features look off (mainly because of lack of time).

The vibe i get (also from testers):

The is an interest for the original (because of the retro look) but also for the more detailed version (which might be more attractive because it looks fresher and just different). We will proceed working on the revamped art if all goes well. I will finish the game in the retro look anyways (because this is the wip version) so i might even include a button to switch Wink

Lets see.

Right now working on the mission system code which will be a lot fun!!
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pixelgriffin
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« Reply #162 on: April 07, 2016, 12:50:54 AM »

I really like the higher res look. However, as everyone is mentioning there are some perspective issues. It's particularly off when you look at a wall that you see from overhead and then move to a barrel you see from the side. Same goes for the bed. Pick a perspective, stick with it, and use those graphics imo!
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« Reply #163 on: April 07, 2016, 07:17:39 AM »

I will finish the game in the retro look anyways (because this is the wip version) so i might even include a button to switch Wink
There are games with multiple "skins". That way people who only like one version but wouldn't get/play the game with other can still go for it. Smiley
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« Reply #164 on: May 19, 2016, 05:30:25 AM »

Thanks for the advice!
I will finish the game in the look it always had been.
Otherwise i will have an ugly mix in between which i cant test properly.
It will take some time to replace all art and i dont have a solution for the characters yet.
I plan to do it though but features and game come first.

I am almost done with the core system and i am moving over to content implementation.

Cheers!

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Bombini
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« Reply #165 on: May 26, 2016, 02:47:14 AM »

Bonjour Space Buccaneros!

I am right now creating all the levels for the 18 contract missions. Each has an own mood, setting and i try to have a unique puzzle or element in it. There are random elements in it. They should be fun to replay them a couple of times and there will be a lot of hidden secrets in them. Some topics will be: Steal decrypter, Kill alien queen, help a befriended Pirate, plant a virus, rob a ship, recover logs from a ghost ship, clean an infested station and many more.

New element ship gun:


I have a good idea for an interesting background story in general now which i still have to flesh out but its working for the current state. This will be the main storyline with unique levels. Complete them and you finish the game.
I focus quite some time right now on making the enemies cleverer where necessary. I set up the new behaviour in a more modular way.

How it works:


•   The enemy is patrolling on waypoints with a certain pattern
•   An enemy can notice the player if close enough but also unnoticed if the player leaves fast enough
•   The enemy will then depend on class call for help or get a position near the player
•   The enemy will shoot at the player and try to take cover if possible
•   The enemy will follow the player until dead if the player moves and shoot again
•   Throwing a grenade can happen in between

Patrol demo:


There is the interesting component of an alarm which can be triggered which makes the life of the player much more challenging. The player can deactivate the alarm at specific consoles though. Reinforcements will break into the current ship and attack the player otherwise. A lot of fun Smiley

Stay tuned!
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« Reply #166 on: June 08, 2017, 10:21:55 PM »

Hey man this was such a cool read, what's happening with this?
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Bombini
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« Reply #167 on: June 08, 2017, 11:41:21 PM »

Thanks!

I kept a very low profile here but actually worked on the game almost every day since i stopped posting here.
I felt that i had enough input and focused on the Stencyl Forum (i create the game with Stencyl). You can get a pretty detailed progress description there.

I just compiled a new PC demo you can check out:



This is the first demo featuring first parts of the story with a ton of new features.
It feels very different compared to the previous versions and i am very proud of it.

-- Change-log: --
+ Implemented new dialogue system (dialogue with NPC's)
+ Added covered rooms and a system which uncovers them
+ Finetuned legendary enemies (stronger attack and more health)
+ Added super tough, slow enemy (big worm) and let it spit slime
+ Adjusted door riddle system to a modular system
+ Changed loot system to bioplasma system
+ Changed energy core system and removed fuel
+ Advanced medium robot boss
+ Added more furniture
+ Added scrypted scene mechanic
+ Added airlock mechanic


Gameplay video:


Space Pirate - New dialogue system and room uncover - Indie DB

I am very sorry that i didn't catch up regarding the more detailed tile sets. That was a clear mistake from me and i apologise.

Have a great day!"
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Fat Pug Studio
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« Reply #168 on: June 09, 2017, 12:04:06 AM »

Great, i'll check it out over there!
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Bombini
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« Reply #169 on: June 09, 2017, 12:57:38 AM »

Thanks!
Rick Henderson looks very promising!
Let me know if you ever want to create a Uridium type of game Smiley
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« Reply #170 on: June 09, 2017, 01:10:50 AM »

Thanks! Oh i'd love that, it was one of my favourites, both on C64 and the sequel on Amiga. Braybrook was really the man back in the day.
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