Beastboy
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« Reply #120 on: April 11, 2021, 04:12:43 PM » |
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At beginnin i tought the thank is the player lol. I enjoy your animations, i hope the gameplay will be on same level and that path choice-colider avoid will not be fustrating
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retrophilion
Level 1
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« Reply #121 on: April 12, 2021, 12:19:49 AM » |
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At beginnin i tought the thank is the player lol. I enjoy your animations, i hope the gameplay will be on same level and that path choice-colider avoid will not be fustrating
lol yea everything is really in a "tech demo" status, no real game design yet, all experimental. With regards to the choice-colliders, the idea is for the player to smash through the buildings. There is no instant death, maybe some form of penalty needs to be issued. Possibly an energy drop. Just need to hook it all up and try it out. When I'm not at work, I'm gonna continue working on a new enemy boat and some Joe-Fish animations. Any ideas or suggestions are welcome as I haven't got a clue what I'm doing, and believe it or not I prefer it that way.
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JobLeonard
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« Reply #122 on: April 12, 2021, 03:49:51 AM » |
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Maybe slowing down the player, messing up speed-runs?
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Beastboy
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« Reply #123 on: April 12, 2021, 10:29:10 AM » |
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I do have some suggestion but for now i do not want to interfear with your creative direction, i want to see what you create with maximum freedome
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JobLeonard
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« Reply #125 on: April 24, 2021, 01:08:24 PM » |
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LOOK OUT! I love the energy in this shot!
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JobLeonard
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« Reply #127 on: April 25, 2021, 07:20:43 AM » |
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You don't owe us anything, that you want to share your progress is our privilege
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retrophilion
Level 1
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« Reply #128 on: April 28, 2021, 12:22:06 PM » |
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You don't owe us anything, that you want to share your progress is our privilege Too kind.
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JobLeonard
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« Reply #129 on: April 29, 2021, 01:50:47 AM » |
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Joe Fish doing some intense cardio in the background
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Beastboy
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« Reply #130 on: April 29, 2021, 02:20:22 AM » |
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That fish boss is creepy, i would not want something like that to hunt me
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retrophilion
Level 1
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« Reply #131 on: May 03, 2021, 04:34:22 AM » |
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THINGS TO DO:
One tap highlight layer change Stop player crashing into objects when layer changing Highlight the correct parts of the obstacles Fix last tank animation Animate first tank obstacles
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« Last Edit: May 03, 2021, 05:20:49 AM by retrophilion »
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JobLeonard
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« Reply #132 on: May 03, 2021, 05:21:08 AM » |
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It looks great!
What are your plans regarding music, and audio in general?
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retrophilion
Level 1
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« Reply #133 on: May 03, 2021, 05:30:49 AM » |
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It looks great!
What are your plans regarding music, and audio in general?
That's a great question, I can't settle with anything atm. Just something exciting to match with the chaos and the speed. I quite like the music in Star Fox 64, that fits with the thrill of weaving in and out, sharing banter over the comms with co-pilots...something gripping.
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JobLeonard
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« Reply #134 on: May 03, 2021, 05:31:29 AM » |
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That's definitely a good mood to aim for!
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Beastboy
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« Reply #135 on: May 03, 2021, 06:52:42 PM » |
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The intro got a nice adrenaline boost that puts player mind in action zone. Good design
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JobLeonard
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« Reply #137 on: May 06, 2021, 11:17:29 PM » |
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Oh yeah, the debris flying everywhere is great!
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jarmick
Level 0
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« Reply #138 on: May 07, 2021, 10:57:51 AM » |
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Another awesome development adventure from an obvious talent! The depth mechanic really opens some nice strategy / niche possibilities.
In regards to sound, I think volume and spectral changes in the sound as the player moves depth could enhance the feeling of moving on the Z and the whole immersive experience. A sort of legible moment of audio feedback for the player to help them get their bearings and play on the depth axis.
The player ship reminds me of the Spaceballs RV - not sure if anyone referenced that yet.
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retrophilion
Level 1
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« Reply #139 on: May 07, 2021, 11:18:21 AM » |
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Another awesome development adventure from an obvious talent! The depth mechanic really opens some nice strategy / niche possibilities.
In regards to sound, I think volume and spectral changes in the sound as the player moves depth could enhance the feeling of moving on the Z and the whole immersive experience. A sort of legible moment of audio feedback for the player to help them get their bearings and play on the depth axis.
The player ship reminds me of the Spaceballs RV - not sure if anyone referenced that yet.
I love everything you just said thank you! Been adding more care to the lane swapping, so if the player is too low they don't crash into the bridge environment and are placed on top of the far distance road. Enemies can now swap lanes
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