Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it,
follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given
their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
i have an infection in my butt, a game design infection
Posts
i was looking forward to this because it gives me an excuse to practice at it and get better
be able to make tilesets for DF almost as good as mayday one day
that'd be cool
The alternative here is to scrap what I'm doing and implement each major setpiece as a room, like I was talking about before, and using scope to be able to see things in that room. Example 353 actually does something similar. Then I could use the "move to room by name" example (which I know is here somewhere) and remove the cardinal directions to make movement the way I want it.
This would also implement the distance element, and I wouldn't have to write a million miles of rules from scratch.
I love that Inform 7 has so many different solutions to the same problem.
Season's greetings, Satan!
in related news, i had a brainstorm on the walk home and now i'm disappearing into the unity mines for a few months probably
Season's greetings, Satan!
I'm pretty pleased with how the mechanics are coming along. There are still some issues - I need to block out the ability to interact with objects you're not next to - but honestly I think it's begining to look kind of presentable.
Code for those who want to have a look:
Season's greetings, Satan!
Also I just put up a quick post on my blorg that has a bunch of concept art, and some words on how I came to know the artist, etc.
Blog | Impromptu Games | twitter
vote for my video game on Greenlight
Yeah, I first started just getting the player and enemies moving around
I didn't work on the enemy AI because the level format was super basic. So I started adding things in just to learn about them. I added in LUA scripting to handle the game logic, then I decided to learn 3D graphics and draw the levels with DirectX(then I switched to openGL because that is way easier to understand). Now I have to build graphs for the enemy AI to navigate around the level, but when I get that working I'll have enemies that can chase players around obstacles.
There are three inspirations for this game
Scott Pilgrim
Left 4 Dead
Starcraft
The Scott Pilgrim game made me go "I want to make a better beat 'em up". The effect of leveling your stats is unclear and adding a new player starting at level 1 was a burden.
Left 4 Dead gave me the idea of an ~hour long multiplayer game without any sort of persistence. Break it up into episodes where the equipment/stats do not carry over.
Starcraft's tech tree is the inspiration for how I want the leveling system to work. Starcraft mid-game can branch wildly, where even the same races are through very different units at each other.
(Though I suppose Deus Ex 3 might be a better example of the kind of ability tree I want to have)
Within an hour of playing, all players will be able to reach the top tier of abilities. Rapid character growth and an expanding choice of abilities should help keep things interesting to replay.
Do you want to add the dragon kick to your arsenal so you can quickly close horizontal distance? If not, you could go for the air juggle, giving yourself more air time. Dragon Kick? Ok, well do you want to drill through the enemy for multiple hits, or bounce off for more air time and options? Forget getting a new move, how about doubling your attack or speed?
That's easy to type though. I've got a rough outline of the level tree but I can already see problems with it, and I have to make sure the levels can be beaten with any group of abilities. Can't have everyone pick ice powers and then they can't hurt the ice mammoth.
...
I kinda want to just keep fiddling with the mechanics.
Season's greetings, Satan!
nothing wrong with fiddling with it, refining gameplay isn't bad.
It's weird, because that's the bit I thought I'd enjoy most, but I've had a few sleepless nights thinking about mechanics and not a single one about the story.
But I mean, even though I have the main structural components are done, actually writing the story will uncover new problems I need to implement mechanics for, so it's win/win. It's just the next step of the process.
Season's greetings, Satan!
Also, freelance? More like "do two jobs then the client tries to pay you the rate for when you did one job"-lance M I RITE?!?!