Pyrian on 12/5/2015 at 06:25
Quote Posted by icemann
Then will be some stealth once you discover it's location.
How well does that work? The "core" games seem to basically not feature stealth, although that one mission in Dragonfall suggests that the engine basically supports it, even though they're not doing much with it.
WingedKagouti on 21/5/2015 at 20:43
Finally gotten around to actually progressing beyond a design document for something. Not the most advanced thing, but I'm at least doing some sort of coding to keep my skills alive. Things it does include taking fuel for the distance travelled, travel via both the listbox and the image, displaying the current player location, and a graphical indicator whether you can travel to a specific star or not (red vs green line). Today I finally got around to making a randomly generated "universe" with names taken from real life stars and planets.
There's no kind of actual objective yet and even though both fuel and hull will slowly get worse, nothing bad will happen if you run out. Also, cargo is not yet implemented, but that is the next thing I'm going to move on to.
Inline Image:
http://i.imgur.com/xuDWhgN.jpg
Pyrian on 21/5/2015 at 20:56
Quote Posted by henke
The design doc for my next game.
...
You may commence getting hyped.
I'm hyped. Hmm. But maybe it should be Unicycle Fella? :cheeky:
Pyrian on 23/5/2015 at 04:27
Still working on Glade Raid... Here's a re-post from its thread.
Bugs are fun. Here's the cumulative effect of three bugs at once - a bug giving javelins knockdown, a bug that makes knockback go as far as the distance between the combatants, and a bug that makes knockback go in the wrong direction. Oops!
[video=youtube;4G7oVXTNcQg]https://www.youtube.com/watch?v=4G7oVXTNcQg[/video]
Also just got slingers to correctly try to get line of sight - making them significantly more dangerous. And, fixed my "stealth ogres" that could be out of sight while adjacent to you, if they were in a bush.
henke on 30/5/2015 at 18:34
Welp, I made that "Tyre" thing. Except I'm not entirely sure
what it is that I've made.
If I could get some volunteers to download and play (
https://dl.dropboxusercontent.com/u/90297811/Projects/Unity/Tyre/Tyre_v0.1.zip) this thing, that'd be great.
And then let me know:
A. Is this anything?
B. What is it?
REQUIRES GAMEPADControls:
Left stick - lean
Triggers - rotate forwards/backwards
X(left face button) - jump
B(right face button) - switch camera
Y(upper face button) - reset level
Right stick - move camera (only in camera mode 1)
Renzatic on 30/5/2015 at 19:20
You made something potentially awesome is what you did. I see something more trick and stunt based, with thin tires for fancy maneuvering, and thicker tires for muddy obstacle courses.
Though for the stunts, you'd probably need something to put on top of the tire to show what's properly up and down.
Fafhrd on 30/5/2015 at 21:03
The hard drive that had Thing 2 on it died last night, and my last backup was from some time in March. Not happy :(
henke on 31/5/2015 at 08:53
Damn, that sucks, Faf. Especially if all that cool character animation was lost. :(
I haven't backed any of my stuff up in months either so this is valuable reminder for the rest of us, if nothing else.
Quote Posted by Renzatic
potentially awesome [...] you'd probably need something to put on top of the tire to show what's properly up and down.
Thanks for the encouragement, and the ideas. "Putting something on top" has me thinking about about turning it into some kinda wheel droid (more Claptrap than Gizmoduck). Maybe a game about a little droid exploring an alien planet! I do like doing stunts in the current build but I'd rather just keep that as a fun movement mechanic rather than being the focus of the game.
demagogue on 31/5/2015 at 10:39
I've gotten in the habit of emailing myself or uploading to some cloud my projects at the end of every work session. I feel for you Faf.
@henke, if you want exploration, you might have it like a nifflas style game, where the world has physics kind of puzzles to make progress.