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TIGSource ForumsCommunityDevLogsRunegate, added gameplay video
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Kanavall
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« Reply #40 on: November 03, 2016, 03:12:57 PM »

They don't really look like spikes, more like lights in the ground. Hmmm... is there a way you can make it pop out of the ground a bit? Not sure how that would look with that perspective thought, it might look weird.
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Oscar Blomqvist
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« Reply #41 on: November 04, 2016, 12:49:49 AM »

They don't really look like spikes, more like lights in the ground. Hmmm... is there a way you can make it pop out of the ground a bit? Not sure how that would look with that perspective thought, it might look weird.

Uhm yea I was afraid of that, completely top-down can be a tricky perspective sometimes. Thanks a lot for telling me.
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Kanavall
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« Reply #42 on: November 06, 2016, 10:07:54 PM »

Uhm yea I was afraid of that, completely top-down can be a tricky perspective sometimes. Thanks a lot for telling me.
[/quote]

I have an idea that might help. What if you had the white dots representing the spikes start flashing white, and then turn red when their up. Maybe you wouldn't be able to call them spikes anymore, but they could be like "hot dots?" (lol) or something to show that damage could be done their. The red could help show that.

Or... if you really want spikes you could keep them like they are but then have spikes pop out the sides so you can see them clearly. Might give a better understanding of what they are. And then you can add some small blood burst to emphasis that their spikes.
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The Armorman
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« Reply #43 on: November 06, 2016, 10:16:42 PM »

yes you could make the spikes pop out an angle, perhaps the same angle as the top row of tiles in your dungeon
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Oscar Blomqvist
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« Reply #44 on: November 06, 2016, 11:47:04 PM »

Quote from: Oscar Blomqvist
Uhm yea I was afraid of that, completely top-down can be a tricky perspective sometimes. Thanks a lot for telling me.

I have an idea that might help. What if you had the white dots representing the spikes start flashing white, and then turn red when their up. Maybe you wouldn't be able to call them spikes anymore, but they could be like "hot dots?" (lol) or something to show that damage could be done their. The red could help show that.

Or... if you really want spikes you could keep them like they are but then have spikes pop out the sides so you can see them clearly. Might give a better understanding of what they are. And then you can add some small blood burst to emphasis that their spikes.

Great ideas, thanks. I like the concept of having spiked pop out of the sides, as well as the ground. As you say, that will probably give a better understanding as to what it is. Will experiment with this. Smiley

yes you could make the spikes pop out an angle, perhaps the same angle as the top row of tiles in your dungeon

Yea that is definitely an option. I wanted to keep everything except for the walls completely top-down for consistency, but maybe it is better to forego this in some cases to make some elements more clear. Thanks for the comment  Coffee
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Kanavall
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« Reply #45 on: November 10, 2016, 09:54:29 PM »

No problem! I don't think going out of that top down element for the spikes will hurt you. I think the player might appreciate it more since it's more distinctive that they're spikes, and most likely ignore the fact that it's not in line with the top down style. Who knows, once you get some testing with it you'll get a better understanding if they fit in well.
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xix
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« Reply #46 on: November 10, 2016, 10:38:28 PM »

Add shadows. The spikes will look like spikes if you add a shadow that implies height.
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« Reply #47 on: November 11, 2016, 04:12:42 PM »

Your game looks awesome
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Oscar Blomqvist
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« Reply #48 on: November 12, 2016, 02:38:33 AM »

Add shadows. The spikes will look like spikes if you add a shadow that implies height.

Smart! Thanks for the tip, I will experiment with this.

Your game looks awesome

So happy to hear you think so, thanks a lot!  Coffee
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Oscar Blomqvist
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« Reply #49 on: November 12, 2016, 02:41:08 PM »



A new feature I have been starting implementing is item drops.

There are many kinds of items in the game, but I have started to focus on items with permanent upgrades, which work similar to items in binding of isaac. They provide the player with a specific upgrade, for example higher damage or faster movement speed, and the upgrade is received permanently.
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Kanavall
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« Reply #50 on: November 13, 2016, 08:04:49 AM »

I like the item drop! Very noticeable too that it's a pickup item too.
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PirateFish
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« Reply #51 on: November 13, 2016, 12:00:43 PM »

It really looks good. Like the visual power behind the swing.
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_glitch
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« Reply #52 on: November 13, 2016, 12:06:26 PM »

It looks very very cool
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Oscar Blomqvist
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« Reply #53 on: November 13, 2016, 02:09:33 PM »

I like the item drop! Very noticeable too that it's a pickup item too.

Thanks! Nice that you find it clear that it is pickup-able item.

It really looks good. Like the visual power behind the swing.

Happy to hear it, thanks man.

It looks very very cool

Thanks a lot!
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Oscar Blomqvist
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« Reply #54 on: November 14, 2016, 10:48:40 AM »



Working on the logic for items, as well as adding various items to the game. Still a lot of placeholder art.
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PirateFish
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« Reply #55 on: November 14, 2016, 02:14:42 PM »

A Rougelike that actually tells what items does! Sounds good Smiley
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Oscar Blomqvist
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« Reply #56 on: November 18, 2016, 04:32:35 AM »





Uploaded a gameplay video of the current state of the game.
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