Author Topic: Long Term Project's  (Read 12784 times)

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graywolf

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Long Term Project's
« Reply #30 on: March 31, 2007, 05:41:00 am »
As long as it is playable, it's all good. How sluggish do you think it will be?

Offline Speler

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« Reply #31 on: March 31, 2007, 05:48:00 am »
It depends on how much I add.

Anyway, I need some puzzle mechanics designed before going any further.  Post (preferably stationary) ideas here (please).  I have a few, but not enough for a large game.

I made a checklist of everything that needs to get done in the order it needs to get done, should take a month if everything goes according to plan at the rate I'm working now to finish it.  Then I'll do Pirate RPG and finally the side scroller.

Memory wise, it looks like I'll be able to have 100 or more rooms if I go all out.

On a side note, I found the map to an old platformer/rpg I was working on earlier this year beneath my desk.

Offline Speler

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« Reply #32 on: April 04, 2007, 05:08:00 am »
Update:
I finished the phisics and added tiles that when stood on for a short period of time will break.  I got several mixed opinions from freinds last night on graphics, if you guys don't like them after the first demo I will come up with a new system.  Elevator's are much more difficult then I thought, I will include them but I'm getting lazy in coding them in.  I edited certain sections of code so that while they are slightly slower, they are MUCH easier to edit and add features in the future (and depending on how much this game has can end up being faster).

Anybody else have any ideas for puzzle mechanics (I'm having trouble coming up with ideas and until I have a bunch no demo).

EDIT:  Sorry for the double post.

Offline Speler

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« Reply #33 on: April 11, 2007, 11:15:00 am »
Ooh... triple post (let's see how many I can get :)smile.gif).  I added several features, it's running much slower then before but it's still fast on 84+'s.  I figure I'm gonna start working on the map one room at a time, as many of them having content as possible (i.e. no empty hallway rooms).  If I can get stuff done (and find my cable) a simple demo may be ready by the end of next week.

graywolf

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« Reply #34 on: April 11, 2007, 03:49:00 pm »
Sweet! And you're not going to have a quadruple post. ;)wink.gif

Offline dinhotheone

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« Reply #35 on: April 12, 2007, 02:19:00 pm »
if a lack of puzzle mechanics is a problem, a playthrough of some older zelda games could be inorder. now im not 100% what type of stuff your loooking for. specific things like "magnet gloves" or like basic stuff like switches and tiles that move and tiles that move you and stuff like that?

Offline Halifax

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« Reply #36 on: April 12, 2007, 02:44:00 pm »
Ohhh a demo nice :)smile.gif. And puzzle mechanics?? hmmm? I think there should be doors that need 3 pieces of a puzzle to open them up and the three pieces are spread out upon the levels. And the doors left you get into secrect levels and things. You could easily store the three piceces as a list of 1's and 0's showing if they have them or not and if they have them all then the doorway disappears. Stuff like that would be cool I think and increase the gameplay.
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Offline Speler

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« Reply #37 on: April 12, 2007, 03:35:00 pm »
Yeah, stuff like that (note the game is side view).  The demo will contain:
-A large, fairly empty map (it will be filled in time, this is just a skeliton).
-Basic game engines.
-Some switch stuff.
-Some cool puzzle stuff.
-No enemies (that will be next, and final release).

And dinhotheone, just played up to water temple in Ocorina of Time this past weekend.  Your right, it may help a bit.

Offline Speler

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« Reply #38 on: April 17, 2007, 02:38:00 pm »
Yay, double post.

I have decided to add a large array of weopons to this game that not only deal damage to enemies but in some cases actually it acts as more then that (as in with bombs which can blow up certain tiles).

Delnar_Ersike

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« Reply #39 on: April 18, 2007, 09:29:00 am »
So you are planning to finish the ninja game before starting the pirate game? If so, I'll wait.

Oh yeah, Super_Speler, can you make a puzzle that is timed? For example, while you are trying to solve it, the walls slowly crawl closer or the lava underneath is slowly rising? That would add awesome tension to the puzzles.

Offline Speler

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« Reply #40 on: April 18, 2007, 10:45:00 am »
No, I'm finishing the Metroid-esque game before the pirate game before the ninja game.  I may use rising lava for a boss battle.

Offline Speler

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« Reply #41 on: April 24, 2007, 09:12:00 am »
Update:  Dungeon One is complete, without enemies.  Everything is in the engine except the enemies and 4 boss battles really (and a couple weopens).  The game will have 110 rooms (final number) and 26 of them are completed (it takes the average person 40 minutes to complete with infinite health, no enemies and no boss battle).  Unfortunaly it is running too slow for an 83+ at the moment, I'm gonna see what I can do though.  I'm having alot of trouble compressing the game data though, it takes me about 30 minutes to figure out the best way to compress one room.

Now a question, should I have a small storyline (would have to drop some stuff), an elaborate (would really impact gameplay) or no storyline (advantages obvious)?

graywolf

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Long Term Project's
« Reply #42 on: April 24, 2007, 11:57:00 am »
Small storyline.

Delnar_Ersike

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« Reply #43 on: April 24, 2007, 01:25:00 pm »
Simple storyline is good, however, if you can get it off with an elaborate storyline, that would be very good. What interests me the most is that if you do have a basic storyline, have it as non-linear as possible. By non-linear, I do not mean Dying Eyes's non-linear (same storyline choices all the way until after the final boss's death).

Offline Speler

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« Reply #44 on: April 24, 2007, 02:14:00 pm »
Well, it'd be difficult to make it non-linear as you need items from previous dungeons to beat later ones (however alot of stuff inside the individual dungeons is non-linear).