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TIGSource ForumsCommunityDevLogsRifter - Out NOW on Steam! :)
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Author Topic: Rifter - Out NOW on Steam! :)  (Read 28127 times)
maxl
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« Reply #20 on: January 30, 2016, 07:12:52 AM »

Keep it as a hidden or challenge level. Like the glitched out last level in Pacman Smiley
Sadly I can only get this effect while resizing the window. Seems to be because a framebuffer gets confused and starts containing garbage! :D

In the meantime, TRAMPOLINES!



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maxl
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« Reply #21 on: February 11, 2016, 01:54:51 PM »

Implemented a few new gameplay mechanics, including pressure plates that open doors and weights you can position on these plates:



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maxl
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« Reply #22 on: February 14, 2016, 01:35:05 AM »

I feel like these weights and pressure plates offer a lot of gameplay mechanics. Here's me trying to bring up a weight to an elevated spot to open a door:


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maxl
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« Reply #23 on: February 27, 2016, 02:55:40 AM »

Started on producing an early trailer as I need one for a submission. Here's a short clip explaining the central mechanic of the game, the grappling hook:




What do you think?  Gomez
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« Reply #24 on: February 27, 2016, 03:34:22 AM »

This looks pretty fun Smiley
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« Reply #25 on: February 27, 2016, 03:37:11 AM »

The visual design of this looks spectacular and I really love that trailer with the smooth animations. It would be great to get an overview of how you achieve the land masses in the game they look very slick, and I'm guessing they are procedural.
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maxl
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« Reply #26 on: February 28, 2016, 12:30:32 PM »

The visual design of this looks spectacular and I really love that trailer with the smooth animations. It would be great to get an overview of how you achieve the land masses in the game they look very slick, and I'm guessing they are procedural.
Yes, they are partly procedural: I define the outlining polygon manually. Then go over this polygon with a Delaunay triangulation to yield triangles. Ruppert's algorithm optimizes the triangles to be more evenly spaced and similarly sized. After that, introduce the third dimension with a randomized heightmap. I also apply some "poor man's" ambient occlusion by checking which vertices are farther in the back than their surroundings and darken them (I use vertex colors for rendering). Hope that sheds some light!  Smiley  Gentleman
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« Reply #27 on: February 28, 2016, 02:06:01 PM »

Thanks for the insight!
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io3 creations
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« Reply #28 on: February 28, 2016, 03:33:46 PM »

Sometimes the glitches you produce look way cooler than your actual output:



Lol!;D  I know that from experience. Smiley


Game style looks good.
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Pixel Noise
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« Reply #29 on: February 28, 2016, 03:37:03 PM »

Wow - these all look fantastic!
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maxl
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« Reply #30 on: February 29, 2016, 01:04:57 PM »

Thanks!  Gentleman
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« Reply #31 on: March 03, 2016, 07:24:23 AM »

Been experimenting with giving players a boost once they reach a certain velocity:





Not happy yet, but it could be a cool mechanic.  Cool
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« Reply #32 on: March 05, 2016, 04:15:21 AM »

Testing the speedrun potential with the current set of mechanics  Hand Any Key


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Pixel Noise
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« Reply #33 on: March 05, 2016, 07:15:41 AM »

I'm 100% for the boost mechanic. Especially since you are building this with speedrunning in mind already. But it definitely looks like it will add some nice variety, and further skill to the game.
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« Reply #34 on: March 05, 2016, 07:19:56 AM »

Looks like a lot of fun to play, but I feel it should also have a single player time-trial like game mode so people can play on their own.
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maxl
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« Reply #35 on: March 05, 2016, 04:20:33 PM »

I'm 100% for the boost mechanic. Especially since you are building this with speedrunning in mind already. But it definitely looks like it will add some nice variety, and further skill to the game.
Yeah, boost is DEFINITELY staying! Next up, shooting!  Cool Wink

Quote
Looks like a lot of fun to play, but I feel it should also have a single player time-trial like game mode so people can play on their own.
That's the plan. I think the game will have quite a bit of a learning curve, so some form of introductory singleplayer levels are really vital.

Thanks for your comments!  Gentleman
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« Reply #36 on: March 05, 2016, 05:59:24 PM »

I think I'd want the player to stick to the ground a bit more, he seems to bounce a lot when moving with high velocity. Other than that this all looks super awesome  Gentleman
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maxl
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« Reply #37 on: March 06, 2016, 12:22:41 PM »

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I think I'd want the player to stick to the ground a bit more, he seems to bounce a lot when moving with high velocity
True. The thing is that it's all physics based and although the player physics body has a zero restitution coefficient, it still looks like it bounces at high speeds. I'd probably have to apply a downward force for as long as the player is on the ground.

Sounds hacky... I like it!  Grin
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« Reply #38 on: March 07, 2016, 04:28:51 AM »

I am experimenting with mechanics that are based on the player's speed. Basically, I want to reward players for being fast, even if it's not a speedrun level. One of the ideas ties into another mechanic that I desperately want to introduce, but where previous attempts failed: shooting! I'm currently trying out auto-aim, so you can focus on your movement while your character shoots at nearby enemies automatically. Then I changed the fire rate to be dependent on your speed-level (which rises and falls depending on your velocity). Here's what it looks like:




Pretty frantic and I fear too complicated for new players... but I think it has potential. PLEASE BE A COOL MECHANIC!!!  Hand Shake Left Hand Shake Right
« Last Edit: March 07, 2016, 04:44:29 AM by maxl » Logged

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« Reply #39 on: March 09, 2016, 09:30:55 AM »

People have told me they think the game is too fast right now... and they might have a point:





 Hand Joystick Shrug
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