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TIGSource ForumsCommunityDevLogsBEAST SOCKET (Procedural Monsters)
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Author Topic: BEAST SOCKET (Procedural Monsters)  (Read 20880 times)
RujiK
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« on: October 20, 2017, 10:58:14 AM »

BEAST SOCKET (Formerly Sock-Sock goes Pop-Pop) is a weird game I'm working on with cool isometric-ish graphics. It features procedural animations and monsters.








Features:
    Socks
    Sock Puppets
    "Sock" in the title not once but twice


I am also open to name suggestions. Such as:
    Poppy the Socky
    Sock-Sock goes Pop-Plop
    Tick-Tock Sock Sock
    Poppycock, Sir Sock
    Aftershock with Puppet Sock
    The world is a lonely place and you have no friends
    Just Sock-Sock


Follow my twitter or my feelings will be hurt. I only post like once a month so I won't clog up your feed.
https://twitter.com/TheRujiK
« Last Edit: March 30, 2020, 10:24:47 AM by RujiK » Logged

Penguinoccio
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« Reply #1 on: October 20, 2017, 11:18:08 AM »

When that sock jumps off that cliff we clearly see nothing is controlling it. Before, we could believe an earthen hand is hidden from view, but not now. Unrealistic.
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Kryptot7
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« Reply #2 on: October 21, 2017, 01:29:48 PM »

Those graphics are gorgeous! Screamy The palette is phenomenal, and all the patterns and cute animations just make you wanna jump into the sock world and explore. Great job!
Oh, and if the quality graphics are any indication, this is far from "shovelware." This looks like lots of love was put into it.
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RujiK
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« Reply #3 on: December 04, 2017, 01:39:13 PM »

@Penguinoccio Realism is my number one priority, I will get on that ASAP.

@Kryptot7 Thanks for the cool words Smiley


The main gameplay loop involves grabbing balls of yarn and chucking them. As seen here:


To show where you are aiming I made this dashed-sinusoid thing:



I posted this on twitter, but here is a waterfall and a ball chuck.


I guess that's about it. I need to add content now.
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Devi Ever
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« Reply #4 on: December 04, 2017, 01:53:04 PM »

ADORABLE!
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TonyManfredonia
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« Reply #5 on: December 04, 2017, 02:53:19 PM »

Pretty cute!!!

The palette is very soft, which I love. It reminds me of Zelda: Minish Cap in aesthetic.

How will the gameplay operate, out of curiosity?
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Kharon's Crypt
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RujiK
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« Reply #6 on: January 09, 2018, 10:30:40 AM »

@Devi Ever Thanks Smiley
@Amanfr01 Basically a traditional platformer where you throw balls as your offense. Also thanks!

So every platformer needs lifts, so here they are!


I've been designing lots of characters for the game. Here they are with and without some weird pixel art shader thing. (My EXCLUSIVE twitter followers got to see even more of these dopes. Hint hint.)


Question time! For the health indicator, is it better to use the traditional hearts style or to use hats to indicate more hp? You will probably only be able to get 2-3 hp so hat on/hat off should work. For 3 hp I could use a hat on top of the hat or a smaller hat that follows you.



OR



Question: Hearts or hats for a health "bar"?! (See images above)
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maro
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« Reply #7 on: January 09, 2018, 02:19:30 PM »

I prefer the stacked hats, all 3 on the head instead of following maybe? Would probably need to make the higher hats smaller though.
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Jasmine
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« Reply #8 on: January 09, 2018, 04:43:27 PM »

Man, gonna second these palette choices! Fantastic. Immediately makes me think of FFTA.

As far as the hats, why not have an emblem or symbol on the hat, rather than stacking them? So a hat with a feather, flower, star, bow, etc (3hp), then a plain hat, no hat.
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RujiK
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« Reply #9 on: January 18, 2018, 07:02:51 AM »

@M4uesviecr Thanks! FFTA has really nice graphics. Thats a good compliment. I like the changing hat ideas, but I think I like the stack of hats a little better. It's more goofy.

@maro I like the big stack idea! It's dumb and fits the games well.


So here is how I went about implementing a stupid stack of hats:

First, I have this really old water splash script that's based on spring physics


I used the same spring code base and applied it to a pole, like this:


Then I stuck some hats on the pole, and VOILA!


And here it is in the final product:


I plan on using large stacks of hats sparingly as I'm sure it will get annoying fast, but I think its goofy and fits the game well.
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bynine
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« Reply #10 on: January 18, 2018, 09:49:25 AM »

i adore the hat stack. this whole game is just precious
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https://bynine.itch.io/ - check out my games here!
qMopey
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« Reply #11 on: January 18, 2018, 04:53:58 PM »

What even is this goofy game!? I'm interested, and posting for follow !  Hand Any Key Hand Any Key Yawn Hand Any Key Hand Any Key

edit: followed on twitter pls no hurt feelings
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Snö
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« Reply #12 on: January 19, 2018, 03:54:20 AM »

Loving the physics! Great work so far!
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RujiK
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« Reply #13 on: February 19, 2018, 11:30:00 AM »

Thanks for the compliments guys Smiley

Working on worlds/biomes now. I have a beach biome and a fall biome.





Dat parallax.
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RujiK
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« Reply #14 on: March 26, 2018, 08:32:08 AM »

It's ya boy RujiK coming at you with another update.

So I have four biomes now:



An angry walrus with a sick Australian hat:


And these stupid penguins that get in your way and copy you.



Birdy forest:


The forest biome looks much better in motion, but the gif is 10 megs so I'll link my twiter if you want to see:
https://twitter.com/TheRujiK/status/978270071494758400

I'm not entirely sure what to work on next. Maybe a boss or more biomes I guess.
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qMopey
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« Reply #15 on: March 26, 2018, 09:38:01 AM »

The penguins though!  Kiss Kiss Kiss Kiss
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RujiK
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« Reply #16 on: July 22, 2018, 06:00:52 PM »

☁ ☁  COTTON CLOUD ZONE ☁ ☁



NEW: butterflies. (and lots of migrating birds)


NEW: Big bear. This fatso shoves you far with his belly bounce.


And a gameplay change. Previously, you slowly aimed your throw like yo:


BUT NOT ANYMORE! AUTO AIM for super fast gameplay!


When you press throw, it locks on to the nearest target and releases the ball when you release the button.


The reason for the change was that manual aiming slowed down the gameplay and it was hard to hit anything that wasn't super close. The view made judging angles diffult and near misses were frustrating.

The sky islands in the background of the first picture took a long time to draw and you probably didn't even notice them. DID YOU??

Tell me they are pretty. Feel free to also tell me I am pretty.
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Yong
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« Reply #17 on: July 22, 2018, 07:47:36 PM »

You are pretty (and so is your game) Wink

I have to ask, do you think it'd be better if the hats are more stacked (as in the top hat would cover more of the hat below) or do you think that will affect readability?

Anyway, just a small detail. Your game looks amazing  Hand Thumbs Up Left
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Penguinoccio
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« Reply #18 on: July 23, 2018, 11:18:22 AM »

more penguins pls
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TonyManfredonia
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« Reply #19 on: July 24, 2018, 09:48:02 AM »

The little aiming mechanic reminds me of Kirby's Dream Course (did you ever play that / were inspired by it?).

There's something very "SNES" about the aiming animations. Heck, it even reminds me of Yoshi's Island's egg-throwing mechanic.
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Composer | Orchestrator
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Soundtracks include:
Kharon's Crypt
Call of Saregnar
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