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TIGSource ForumsCommunityDevLogsFamed Explorer of the Robot World [BETA BUILD]
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Author Topic: Famed Explorer of the Robot World [BETA BUILD]  (Read 5156 times)
Alec S.
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« on: January 19, 2016, 07:24:56 PM »



Playable Build [v0.9]

This is a side project I've been working on since the start of the year.  I've been wanting to do something with a Captain Toad inspired camera for a while, so at the start of the year, I did a quick prototype which I've been building off of since.  You play as a treasure hunter who is trying to find an ancient artifact on a planet that's been taken over by robots.

While the game will have combat, it will also have a strong focus on navigation through 3D spaces.  Each level is self-contained within the screen and the camera can freely rotate around the stage.  Combat uses a lock-on system.



« Last Edit: June 07, 2017, 11:39:14 AM by Alec S. » Logged

USUNM@
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« Reply #1 on: January 20, 2016, 09:04:12 PM »

Nice. Can you control the Explorer, or is it automated movement?
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Alec S.
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« Reply #2 on: January 20, 2016, 09:11:41 PM »

Thanks! Yeah, you control the Explorer.
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Squishymonster
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« Reply #3 on: January 21, 2016, 08:38:56 AM »

Hey, this is awesome. I'm excited to see how this develops. I'll definitely stay tuned in Smiley

Have you ever played or seen Solstice for NES? You should check that out. I get that sort of vibe from your game. As far as Captain Toad, I think there's a lot of potential there. If you took that game, and mixed in a bit of combat like Solstice you'd be solid. Solstice' main issue was that it was 2d isometric and relied on jumping puzzles. The lack of perspective was an issue. You've already gotten around that issue though.

If you end up keeping news elsewhere please update this thread.
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Alec S.
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« Reply #4 on: January 21, 2016, 11:05:38 AM »

Thanks!


Here's another gif:

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shellbot
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« Reply #5 on: January 22, 2016, 05:07:30 AM »

Followin' Beer!
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Alec S.
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« Reply #6 on: January 22, 2016, 01:26:46 PM »

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Alec S.
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« Reply #7 on: February 03, 2016, 03:54:47 PM »

Tweaked how shooting works.  Now, if you hold down the shoot button when you're not targeting, you'll strafe.

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« Reply #8 on: February 08, 2016, 06:58:47 AM »

Oh man, I love Captain Toad! This is right up my alley.

Do you have much planned for the 3D navigation side of things? Captain Toad kept all that quite simple and just had like one 'use' button for interacting with switches I think, and then the blocks that responded to pokes on the touch-screen.
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Alec S.
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« Reply #9 on: February 08, 2016, 08:58:08 AM »

It's going to stay pretty simple, just figuring out how to get from point A to point B, where to drop, where to climb, ect... I'm also planning on having some enemies double as moving platforms.  Because of the format of the game, most rooms will have two exits, so there will be some situations where the player needs to avoid killing certain enemies in order to use them as platforms to reach one of the exits.
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Alec S.
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« Reply #10 on: February 18, 2016, 10:33:07 AM »

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Alec S.
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« Reply #11 on: February 19, 2016, 02:52:01 PM »

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« Reply #12 on: February 19, 2016, 04:41:54 PM »

This game looks super awesome!
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Alec S.
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« Reply #13 on: February 20, 2016, 11:56:48 AM »

Thanks!

Added a larger level size:

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io3 creations
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« Reply #14 on: February 22, 2016, 11:34:25 AM »

This looks like a very nice game! Smiley

You can probably add this game also to your signature.  Grin
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Alec S.
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« Reply #15 on: February 22, 2016, 02:01:02 PM »

You're right!
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Alec S.
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« Reply #16 on: March 01, 2016, 09:11:48 PM »

Conveyor Belts:

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Alec S.
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« Reply #17 on: March 08, 2016, 05:41:24 PM »

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Alec S.
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« Reply #18 on: January 23, 2017, 11:52:53 AM »

Dropped this for a while as I was focusing on Cold Vengeance, but now that that's done with, I'm continuing development on this (along side other projects)
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Alec S.
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« Reply #19 on: January 26, 2017, 06:26:24 PM »

Made a starting level.  Decided to make the first level be completely enemy free.  All it does is introduce the overarching navigation concept of rooms having two exits.



I've been going through what I have so far and making note of what the game still needs.  As you can see there, I've started making skyboxes for the levels, instead of the flat color I had previously.  I'm going to be going through and re-tweaking and adding enemies as well so I have a good stock of enemies to work with when making levels.
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