woodsmoke
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« Reply #20 on: January 27, 2017, 12:48:57 AM » |
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I don't know why but this somehow appeals to me.
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jctwood
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« Reply #21 on: January 27, 2017, 02:36:08 AM » |
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I really love this! The quite pixely blocky 3D reminds me of PS1 games I loved like LEGO Rock Raiders. Huge fan of Captain Toad too so can tell this will be a lot of fun, look forward to more : )
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Alec S.
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« Reply #23 on: March 29, 2017, 03:33:02 PM » |
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Zorg
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« Reply #24 on: March 29, 2017, 04:26:21 PM » |
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This looks interesting, following. I'd still like to see you using high-res textures. I know you like chunky pixel textures and they are part of your usual style, but in my imagination, few-color-vector-style-textures (using point filtering) would blend very well with your low-poly models and environments, too.
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Alec S.
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« Reply #25 on: March 29, 2017, 05:17:03 PM » |
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Yeah, I definitely want to play around with different low-poly aesthetics as time goes on, but for now I'm enjoying seeing what I can do with low-poly + low-res.
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Alec S.
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« Reply #26 on: March 31, 2017, 07:07:28 AM » |
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foofter
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« Reply #27 on: March 31, 2017, 11:39:10 AM » |
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I really like the simple shapes and bright colors. Reminds me of Crystal Castles remade for a PS1. Do you know that game?:
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Alec S.
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« Reply #28 on: March 31, 2017, 05:48:52 PM » |
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Yeah, I'm familiar with the game and I think I played a bit of it at some point.
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Moriny
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« Reply #29 on: March 31, 2017, 06:25:41 PM » |
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It reminds me the games way back from FC and it already feels interesting. Though the visuals seems yet to be improved, it sure has a lot of potential. Good job!
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Alec S.
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« Reply #30 on: April 01, 2017, 04:19:18 PM » |
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coah
Level 1
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« Reply #31 on: April 06, 2017, 02:39:52 AM » |
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You've got something neat going on here, I like it a lot.
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Schrompf
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« Reply #32 on: April 06, 2017, 02:57:57 AM » |
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Looks cool! But I seriously think you need shadows and/or ambient occlusion. To give the player some clues about depth.
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Snake World, multiplayer worm eats stuff and grows DevLog
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Alec S.
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« Reply #33 on: April 11, 2017, 04:35:51 PM » |
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Made a start screen
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Alec S.
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« Reply #34 on: April 13, 2017, 10:11:07 AM » |
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I've been getting a lot done on this game since it's become my primary project. -I've started creating environment models to spruce up some of the levels. Examples include the mushrooms in that gif above, as well as patches of grass, other plants, and rocks. I've also been working on more skyboxes. -I added a new enemy type that will show up in late-game levels, and I've finished rough passes on each of the 6 mid-bosses. -I've been working on rough-passes of more levels, as well as tweaking enemy placement on old levels. My plan moving forward is to have a rough pass of every level in the game in the next week or two.
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Alec S.
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« Reply #35 on: April 19, 2017, 05:14:26 PM » |
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I now have at least a rough model for every level in the game.
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Alec S.
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« Reply #37 on: May 14, 2017, 04:29:32 PM » |
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Famed Explorer of the Robot World - ValleyThis is one of my favorite levels. I think it’s turned out really well and it highlights a lot of the stuff I’ve been trying to do with the level design. NOTE: Gameplay Spoilers ahead: So, this level took a while to come together. The main design goal was to have this narrow bridge you had to cross at the top with enemies shooting from both sides. If you fall or get knocked off, you’re stuck going through a different exit down below which takes you to a different level. Originally, the upper path was a bit too easy, as you could shoot at the enemies from near the start and then walk across easily. However, the challenge really took shape once I added the mechanic that allows you to ride on top of enemies. You need to ride on the enemies in order to make it to the upper exit. This means that 3 out of the 4 enemies are vital to reaching that exit, which means you have to cross without destroying them.
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Alec S.
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« Reply #38 on: May 20, 2017, 11:51:43 AM » |
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Working on the final boss:
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