Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1286187 Posts in 56993 Topics- by 47929 Members - Latest Member: Dividual

March 25, 2017, 11:23:10 pm

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsFeedbackDevLogsFamed Explorer of the Robot World
Pages: [1] 2
Print
Author Topic: Famed Explorer of the Robot World  (Read 1975 times)
Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« on: January 19, 2016, 07:24:56 pm »



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: March 08, 2016, 05:41:33 pm by Alec S. » Logged

USUNM@
Level 0
**


View Profile
« Reply #1 on: January 20, 2016, 09:04:12 pm »

Nice. Can you control the Explorer, or is it automated movement?
Logged
Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« Reply #2 on: January 20, 2016, 09:11:41 pm »

Thanks! Yeah, you control the Explorer.
Logged

Squishymonster
Level 0
**


View Profile WWW
« 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.
Logged
Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« Reply #4 on: January 21, 2016, 11:05:38 am »

Thanks!


Here's another gif:

Logged

shellbot
Level 2
**



View Profile WWW Email
« Reply #5 on: January 22, 2016, 05:07:30 am »

Followin' Beer!
Logged

Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« Reply #6 on: January 22, 2016, 01:26:46 pm »

Logged

Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« 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.

Logged

CrowbarSka
Level 0
***



View Profile WWW Email
« 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.
Logged

Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« 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.
Logged

Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« Reply #10 on: February 18, 2016, 10:33:07 am »

Logged

Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« Reply #11 on: February 19, 2016, 02:52:01 pm »

Logged

Canned Turkey
Level 10
*****


Always The Devil's Advocate


View Profile WWW Email
« Reply #12 on: February 19, 2016, 04:41:54 pm »

This game looks super awesome!
Logged

Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« Reply #13 on: February 20, 2016, 11:56:48 am »

Thanks!

Added a larger level size:

Logged

io3 creations
Level 6
*



View Profile WWW
« 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
Logged
Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« Reply #15 on: February 22, 2016, 02:01:02 pm »

You're right!
Logged

Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« Reply #16 on: March 01, 2016, 09:11:48 pm »

Conveyor Belts:

Logged

Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« Reply #17 on: March 08, 2016, 05:41:24 pm »

Logged

Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« 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)
Logged

Alec S.
Level 10
*****


Formerly Malec2b


View Profile WWW Email
« 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.
Logged

Pages: [1] 2
Print
Jump to:  

Theme orange-lt created by panic