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Posts posted by phill
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Forgot to do this when I posted it in the slack channel, but here's my playthrough:
@theschap also did a playthrough here:
https://www.twitch.tv/videos/469240714
And @elvaq!
And if anyone was looking for it, @Nick Breckon's play through is here: https://www.twitch.tv/videos/462074713?filter=all&sort=time
Whew, that's a lot of good gameplay right there. Thanks again to all the creators.
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I'll record a video once I'm off shift, sadly I'm in Australia and a bad internet zone so I can't stream. I'll post it here and on itch to the folks that have made games.
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Finished! Thanks for Brandon in the chat for testing it out. As usual, ran out of time for menus and such, so had to do up some terrible art. On the plus side, I found a cool resource in the form of the British library creative commons image archives. Might use those for the next jam!
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Alrighty, just about done with as much as I'm going to be able to do on this before I go back to work, so here's some gameplay as it stands:
The idea is that you need to upgrade enemies to be the same level (colour) as the blocks in the corners of the level. Once you do, you can throw the enemies at the blocks to do some damage to them. I know that I'm using 'enemies' and 'blocks' as if they aren't all just blocks, but this is where I'm at. In the vid you can see some big brain plays of throwing enemies so that they change colour right before hitting the blocks.
All that's left is to fix up the UI, get the menu going, and maybe add some dumb skins to it to try and theme it towards something Idle Thumbs-related.
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So for this jam, I had the idea for a mechanic where you need to use enemies as resources to continue to the next level. And because I'm a one-trick pony and can apparently only make games where you lift things, lifting and throwing things is going to be the central game play!
Here's what I have so far:
- Enemies shoot patterns of bullets at you, where the pattern is dependent on their level, and each enemy can be between level 1 and 5;
- A receptacle in the map requires you to throw an enemy of a specific level to unlock the next receptacle and eventually the next map;
- To upgrade enemies you dive at them to pick them up and throw them at each other. They upgrade based on the combined total of their levels.
That's about it! Thanks to help from everyone in the slack channel, I've got this rough demo going already:
Things left to do are the receptacle system, levels, menu, health/punishment mechanic, and some basic level design (probably using the same free models I used for WotB). Not sure if that will all come together but I'll see how I go!
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Aw yeah, dungeon crawling goodness! I loved these games as a kid (and more recently with Legend of Grimrock 1/2) so I'm super interested in giving this a shot once it's done. Looking great!
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Good work! Also great that you limited your scope in such a way to not get overwhelmed. I love rhythm games so I'm keen to try this out!
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This is such a great devlog. The difference between the initial gifs and once you got the animation going is night and day, it looks so much more alive now! I anticipate cursing the challenging but getting back up immediately after, good stuff.
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I am always in awe of your artwork atte, and the mechanics seem super fun too!
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Yeah this is just straight up wizardry. Procedural stuff blows my mind. Also chamfering is the best verb ever. I know you've said you'll just make this walkable and dump it, but I think it's a great achievement already, so well done!
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This is so cool! I actually really like the idea of needing specific tools to hit specific sections of an 'enemy'. It's not something you generally see in a traditional FPS, but it looks to be a really neat mechanic. Also your modelling is super sweet mate, damn.
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Oh man, I remember the grinding mechanics in THPS! This is shaping up really well, and it's so cool to see people helping each other out with models and such. Good community is good.
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This looks great! Can't wait to get my word nerd on and bust some rhymes! Also I agree that the funky physics wobbly arm is of the utmost importance.
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Woah, I don't think I had seen the trees and outline update, this is looking so good! How are you finding PICO-8 to use? I tried it a while ago (like a couple years) but bounced off :/
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Yeah I'm still in awe of anyone that can do 3D in GMS. I love the look of this! And that is totally not a pipe by the way (hur hur).
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This looks great! I loved that exhibit when I first heard of it, so I think it'd be so cool to be able to walk around in it. You should tag the artist somehow once you're done!
The advice from the Slack is top notch.
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Finally finished the complete level rebuild! https://fifogamedev.itch.io/wotb
There's now an entire open environment to go fling things around in:
Big ups to Quaternius (quaternius.com) for all the 3D models (except one special one, heh). I've learned an absolute tonne during this process, so very happy with how it turned out regardless of whether or not it's a hugely 'gamey' game.
Can't wait to finally get stuck into everyone's entries!
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Echoing eronin's sentiments that this is super impressive with GameMaker as the engine! You can always PM the itch admin (dino) and he can submit stuff for you after the end date.
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Alright, I've made a bit of progress! I got pretty far into coding up the game and then decided that it would probably be a good idea to move to a state-based system because I was running into all kinds of issues with assigning/clearing the objects to be picked up. So I used the great open source state machine asset that both @Travis and @Spenny recommend, found here, to get that all implemented.
I've learned a lot about getting variables from other objects, using the inspector*, and how to use the rigidbody/physics systems, so I'm pretty happy with this as a learning exercise if nothing else. Anyway, here's some gifs!
I'm still playing around with how to do difficulty in the game, as it will be influenced by whether I can code up some very basic enemy bros. But currently it will be timer-based, and if the player doesn't have enough strength to lift something up, they get punished by losing time to a shaky-armed animation:
They'll need to go lift some other, lighter objects to gain enough stranth to continue:
The main things left to do are:
- Keep importing a tonne of free models into the scenes to make them look alive and full of lifting possibilities;
- Code up some dumb bros to chase you around and, if I do that, change the difficulty to be a risk vs. reward structure rather than a flat punishment;
- Introductory dialogue and UIs;
- Catch any fail states for the game, test it on another computer.
- Fix all the crap that I'll break between now and the weekend.
Woo!
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*And not using it; I've lost track of how many times I've entered a variable into the inspector, forgotten about it, and wondered why the code isn't updating properly
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This is looking so great, can't wait to see it all gussied up with Jon's models!
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That transition is so good. This is going to be so trippy to play with!
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Oh yeah, this looks great! Physics weirdness is always funny too, so in the end you can always call it a feature
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Minigames are always awesome! And Die Hard is a heck of a good theme to make them around, so many good lines to use!
WIZARD JAM X - Welcome Thread
in Wizard Jam
Posted
https://www.youtube.com/watch?v=G5QPirQITZI