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TIGSource ForumsCommunityDevLogs"Salem" - Witches in SPACE
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Devi Ever
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« Reply #60 on: December 07, 2017, 12:04:35 AM »





Started working on the game engine tonight and wanted some chill background music to go along with the bare minimum gameplay I have but instead ended up with a victory theme straight out of Kid Icarus or some NES war game.
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Devi Ever
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« Reply #61 on: December 07, 2017, 09:53:42 AM »

It's the snare that's adding that sense of victory

Also the tempo is a wee bit fast for a chill song

I... I know?  I mean, I started wanting to write one thing but wrote this instead?
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Devi Ever
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« Reply #62 on: December 07, 2017, 12:36:41 PM »



Hey looks it's a gam.

Simple energy system, slowly depletes over time, rate of depletion increases as you move... now with fancy debug text as well!

Might now seem like much but I'm only a few years into basic coding so every new thing I achieve is a big step forward!

Next I'll be working also recharging the energy, as well as taking damage, because I'm going to try and have energy also be health.  Pretty much survival and even casually doing things will all be based around buffing the energy bar.

So I guess combat is up next as well as some basic item gathering because flowers will be used for buffs and healing.

Anyhow, here's the garbage code that I need to clean up and notate later today otherwise I will forget everything.



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rj
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« Reply #63 on: December 07, 2017, 02:08:37 PM »

yesssssssss but imho you gotta lock these pixels to the dang grid
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Devi Ever
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« Reply #64 on: December 07, 2017, 02:16:51 PM »

yesssssssss but imho you gotta lock these pixels to the dang grid

That can get really wonky with C2, but that's been with a lot of movement, so maybe it'll be okay with this being more chill. D:

I used a mage for adventuring, but I had a similar experience as you with my miner/blacksmith because people would line up and place work orders for armor and weapons. Nothing like that in modern MMOs :/

My favorite though was playing grandmaster bard and provoking monsters to kill each other

Lockpicking and trap disarming was fun as heck too tbh

I totally forgot about the crafting system process in UO!  Having to gather ore with a pack mule of sorts... ha ha.  I keep trying to go back and play on one of the free Shards but it's just not the same.
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Devi Ever
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« Reply #65 on: December 07, 2017, 08:07:27 PM »



It might not look like much but here's what's up.  Made a key to simulate damage.  A key to simulate instant healing.  A key to start up regeneration.  Also GUI bug fixin' and color changin' fun!

The foundation for combat and motivation to harvest and consume things!

- - -

Also I tried using C2's built-in "pixel rounding" because a few people suggested pixel snappin' but it makes the movement all janky for some reason.  I haven't given up on the idea yet.  Can just do it manually, but not a priority for now.

Speaking of priorities, I've hit two milestones!  Below it my current to-do list and I update this on the main post : https://forums.tigsource.com/index.php?topic=63341.msg1364643

> DEVELOPMENT GOALS
     L MECHANICS
           L basic movement  SMB Castle Flag
           L energy bar + buffs / debuffs / damage  SMB Castle Flag
           L basic combat Hand Any Key
           L basic farming
           L pet system
           L potions
           L dialogue system
           L emote system during dialogue
     L NARRATIVE
           L world factions
           L world conflict
           L faction leaders
           L companions
           L mini bosses
           L side quest characters
           L leitmotifs
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Devi Ever
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« Reply #66 on: December 07, 2017, 08:47:00 PM »

I made that post because your post sounded like you didn't really know why you ended up writing something completely different than you intended.

I am literally the worst at conveying information online.  Life is suffering.  Embarrassed
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Devi Ever
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« Reply #67 on: December 07, 2017, 09:31:42 PM »





The basic musical themes I've compiled so far :

- Main Theme
- Longing
- Power Up
- Outside
- Evil Theme

Still not 100% on any of these but they are a nice start!  I think I like the power up and evil theme most.

So proud of how much I've gotten done in my spare time between day job and life and stuff!
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Devi Ever
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« Reply #68 on: December 08, 2017, 11:50:11 AM »



This combat system is fucking awful but it's an okay place holder so I can move forward with other things.  Lots of little bug fixes and game engine tweaks as well.

I do think it looks cute though. :3

... and yes, I know I am thoroughly breaking the gorram pixel grid aesthetic, but as I've mentioned on the original post, I'm just trying to have fun moving forward with a game, and part of that is not getting hung up on the details.  This is a long term project so plenty of time to revamp and polish systems down the line. <3
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Devi Ever
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« Reply #69 on: December 08, 2017, 10:50:23 PM »



PLEASE NO BULLY!!!!

... once again, not my most ideal combat system but a fine placeholder for now.

Also updated my game mechanics goals on the main post... doing gathering next.

> DEVELOPMENT GOALS
     L MECHANICS
           L basic movement  SMB Castle Flag
           L energy bar + buffs / debuffs / damage  SMB Castle Flag
           L basic combat  SMB Castle Flag
           L basic gathering Hand Any Key
           L basic farming
           L pet system
           L potions
           L dialogue system
           L emote system during dialogue
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Devi Ever
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« Reply #70 on: December 08, 2017, 11:28:05 PM »





Was humming in the shower and came up with a second part for the evil theme.  Let me know what you think.  I like it but I definitely need to find a more graceful way to transition between the two parts (above).

Part of me wants to maybe expand on this more as the main leitmotif for the game, but I also do very much love the original happy theme... as heard here :



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ManuGunstar
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« Reply #71 on: December 09, 2017, 02:54:25 AM »





Was humming in the shower and came up with a second part for the evil theme.  Let me know what you think.  I like it but I definitely need to find a more graceful way to transition between the two parts (above).

Part of me wants to maybe expand on this more as the main leitmotif for the game, but I also do very much love the original happy theme... as heard here :





Loving the music!!  Kiss Kiss Kiss Kiss
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Devi Ever
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« Reply #72 on: December 09, 2017, 01:09:03 PM »



Gatherin' sum shrooms!
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Devi Ever
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« Reply #73 on: December 10, 2017, 11:34:12 AM »

I'd love to hear more thoughts from anyone whose been following this.

I know I'm still way early on but I'm always open to feedback.
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Devi Ever
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« Reply #74 on: December 10, 2017, 11:52:08 AM »



Playing around with an idea where colors signify different things... magic things... and mundane folks have no color.
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Devi Ever
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« Reply #75 on: December 10, 2017, 01:09:57 PM »

it's hard to give feedback without a demo to get my hands on.

That's fair.  Also I realize I haven't written out any of my bigger plans for the narrative in this thread... sometimes I forget people can't read my mind. :3
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« Reply #76 on: December 10, 2017, 11:57:29 PM »

posting for follow  Waaagh!
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Devi Ever
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« Reply #77 on: December 11, 2017, 12:21:30 AM »



Woo hoo!  Combat, gathering, storing, movement!  So proud of how far I've come in a limited amount of time.

Look at all these milestones I'm blazing through! :D

> DEVELOPMENT GOALS
     L MECHANICS
           L basic movement  SMB Castle Flag
           L energy bar + buffs / debuffs / damage  SMB Castle Flag
           L basic combat  SMB Castle Flag
           L basic gathering  SMB Castle Flag
           L basic crafting Hand Any Key
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Devi Ever
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« Reply #78 on: December 11, 2017, 11:28:23 AM »



Moving towards crafting! :D  Excited to implement this.
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Devi Ever
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« Reply #79 on: December 11, 2017, 04:38:22 PM »

"Salem" - It's a video game pitch but I keep changing it.

You caught me!  I'll admit it!  It's a game about nothing! D:

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