/!\latest build/!\
working on something for 7drl
#2
Posted 11 March 2013 - 12:37 AM
got a lot of the shit in game now (last pic was just a mockup)
now to work on gameplay
#3
Posted 11 March 2013 - 02:43 AM
#7
Posted 11 March 2013 - 06:17 PM
i only tend to actually work on one at a time. coffee mafia is in dire need of finishing but its hard to gain momentum for the last chunk of development. intrepid citizen is quite a big project, whereas this is just a weeklong jam because i dont make enough small games
new build with lots of awesome things like shooting up and down and shotgun soundeffect
#9
Posted 11 March 2013 - 07:12 PM
no wall jump because you can pretty much fly with the shotgun, and yeah i'll have an option to turn off that flash (didn't actually consider epilepsy :X)
edit: working on a title screen
#10
Posted 12 March 2013 - 11:22 AM
#11
Posted 12 March 2013 - 03:07 PM
#12
Posted 13 March 2013 - 07:15 PM
This is a pretty crazy thing you are making. You have done so much with it in a small amount of time, yet I still cannot figure out what you are actually going for. It looks like the shotgun is going to be for a lot more than busting through a whole bunch of enemies that are going to make an eventual appearance, but the whole thing feels so suited for a puzzle platformer while the other two games you are working on both seemed like pretty great themes for a roguelike already.
I was too apprehensive about trying to make something for the 7drl, was late to enter, plus it seems like any one I would want to make would wind up taking more than 7 days. (Yeah, I guess I have your problem of needing to be better at making small games. Just seemed like 7drl was too big of a challenge for me on that front.) Can't wait to see how this project turns out!
#14
Posted 15 March 2013 - 06:28 PM
i've had Life Troubles the past few days so no work done but i'm gonna carry it on. probably gonna stick to 7 days work total (used around 2 or 3)
i know where it's going at least though, which is nice.
#15
Posted 16 March 2013 - 05:24 PM
nice job making the shotgun feel proper powerful. I am eager to see expansion on this!
somebody’s Barkley --- could be another’s Monopolo.
#16
Posted 17 March 2013 - 09:00 AM
if i'm feeling up to it by the end of today there'll actually be proper gameplay in.
@rajew: thanks! i love making things feel nice but i wanted to pay special attention to the shotgun since thats literally what the game is about haha
#17
Posted 18 March 2013 - 09:31 AM
was ridiculously super ill yesterday. i'm feeling better today so i'm gonna get on this "game" thing
#19
Posted 18 March 2013 - 08:48 PM
Cool scoring mechanic, but I probably should have mentioned this glitch I found before you started working on score systems.
If you use the shotgun to propel yourself upwards like great shotguns do, you can put yourself outside the map by just going over the top part where the rotations spawn. Then you can clear rotations just as fast as it takes to freefall. (although that is not that good given the low time limit. I only got a final score of 4 trying to clear it that way)
#20
Posted 18 March 2013 - 09:14 PM
yeah i know about going out of the top of the map, but as you say there is only a maximum score of 5 you can get by doing that so in the end there isn't any advantage. decided not to bother fixing it for now.
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