infamous space turtle

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Posts posted by infamous space turtle


  1. On 06/06/2017 at 7:10 PM, jctwood said:

    I am new to the forums but a long time listener. I just graduated and began working on a small game with two friends. The game is called PHOGS! and has you and a friend go on a double ended dog adventure, cooperating to help strange creatures and solve puzzles. You can check out the devlog over at TIGForums: https://forums.tigsource.com/index.php?topic=60202.0 as well as on twitter @bitloomgames. Here are a couple of screenshots of prototype gameplay:

     

     

     

    5936715190b0c_ScreenShot2017-06-06at10_08_10.thumb.png.dcd532e5b1345bbcd48f8bc2049743c6.png593671168aa54_ScreenShot2017-06-06at10_06_40.png.e26ffc6e23e1c1afc4249939cadc0e3c.png

     

     

     

    This is just fantastic! 

    Lol wow this is so similar to the game jam thing I was just on. I jumped over to the devblog and we both have like the same solutions haha. Completely unintentional plagiarism on my part haha. I didn't do much with my game though so there will only be one two headed dog. 

     

    Looks really great though and I'm keen play it 🙂   

     


  2. Thanks :)
    heres my post from itch.io

     

     

    Been having some personal issues and missed a bunch of time. Also made  some things I ended up removing so with 6ish days left I don't know how well this going to go... Still feels a bit rudderless as far as the actual goal of the game goes. 

    I had wanted to do a sort of physics based adventure thing where you help characters and spread happiness. I don't know though.. it doesn't seem to be clicking. I think I might try something a little more straightforward. 

    I have this mechanic where a objects can be infected with sadness which changes color pallette and maybe warps the model(not pictured). 

    here

    c3yPC3N.gif

    I was thinking I could use that idea for a more simple goal like:

     

     Dog must eat all the things spreading sadness. 

    or flipped

    Dog must eat all things happy and leave the world a dark husk. 

     

    In either case dog is an interloper, driven by the players competitiveness to consumes it all .

    This way itd be more straightforward and probably funner, I could still include some of the stuff I wanted but tangentially too. 

     

    jyJmlcc.gif

    btw the gifs sped up.

    First thing is a rocket you can pick up and use, second is a weird flower power up. Both can launch you into space and serve no purpose whatsoever.  

    Dog's epic bounce at the end there was because of a glitch but it was beautiful so I left it in. 

     

    Also I got the world map working which I kinda like, though it needs a little ui dot in the middle or something.

    Anyway ramble over,  typing this out its become a bit clearer.  I gotta pull it together and get something done.  


  3. Entering the game by its cover jam and heres my first dev update 
     

    Got the Dog model done and in game. Includes wild physic stretching and dangerously floppy ears.

    y1XFCSI.gif

    Also implemented it with some pre existing stuff like the trees/junk, thought bubble thing and a spherical world. 

    One immediate problem is the collision does not follow the mesh which means as doggo stretches the collider segments remain the same. No solution comes to mind so i'm putting it off for now. 

     

     

    https://itch.io/jam/a-game-by-its-cover-2017/topic/140328/doodlebears-secret-dev-log-daikou-buchu?before=3#post-269038


  4. Thanks Travis :)

    Been feeling pretty bad about everything so I haven't posted much. Its been over 6 months since I started drawing and im feeling okish about where its at... Still I would  like to be better than I am.. Though its obviously my fault, I haven't been very effective lately. 
    I did some pics of my friends recently here's one with a zelda theme 

    u5MJzIE.jpg

     

    Disclaimer I nicked the color palette from part of a peice @Sunnless did.

     

    Otherwise iv thrown out all the past game stuff and started a new one. Having a tough time keeping my chin up so everythings pretty eh. 


  5. Been working on a game where the player escapes a room or facility while twitch chat or a second player control the facility computer systems( door locks, security bots.. gravity control) and try to stop them. I was interested in the chaotic twitch chat bouncing off a real person. If each chatter had some amount of impact on the streamers experience.. 

     

    I got it working in a very basic way but i'm feeling completely apathetic about the whole thing. Its hard to know when Iv put enough work in, it seems to be a running theme that I quit out early on a lot of ideas. Im not sure if im lazy or it's just not clicking... I don't know... typing this I feel there is potential but I just don't care that much? sigh I don't know, I feel apathetic about everything. My wizjam game had a firm feeling in my mind from the start maybe that's why I was able to get it finished. Or more likely it was the fixed time limit. fuck i don't know. 

    Ill probably open a stream for testing if i get more done on it. 


  6. A new (pre)prototype based on my alt wizjam idea.

     

    ZXi3E8b.gif

     

    Its a time loop game where you must stop previous versions of yourself from assassinating yourself... Haha

     

    Its hard to tell because of how bare bones this is but basically it goes:

    first loop you assassinate a target (grey guy)

    (reverseTime)

    second you block your past self's spear and then assassinate loop 1 you.

    (reverseTime)

    third you assassinate your second loop. 

    End

     

     

     

    One problem is the past self's complete lack of response when confronted with new circumstances.

    A solution might be to include a little bit of AI so if intercepted by another player they can AI shoot at them or whatever. Or maybe the time travelers seeing each other causes the player to loose the round...


    I was thinking this would work as a local multiplayer game flipping back and forth as you try foil one another.

    So if there were two players there could be a sort of redemption opportunity when the "past" player is AI triggered. They then can tag back in to fight off the assassin. 

     

    Aesthetically I don't really like it. Not because of how prototypy it is.. Just the greek painting style doesn't click for me and I kind of dont like setting it in 2D.

    Also I think its because it reminds of a billion mid 2000s flash games where you violently impale 2d figures. I'm not really interested in doing something so done to death... so ill try some other variants I think. 

     

     

     

     

     


  7. Had an idea to make a 2d game set on a cave's wall. Ive also been fascinated by the supposed historical bottleneck where as little as 2000 humans were thought to be alive. I thought Id try and combine the two for a setting and style I hadn't seen before.

     

    However when I was looking for reference pics I found a ludum dare game that had already done the cave painting thing.

    Scooped(by at least one.. probably more). 

     

    Any way I had a toy around with it just to see and its aight.
    ALv7173.gif

     

    Excuse the crappiness I guesss, I was mainly trying to get it as close to the painted look as I could. Its using invisible 3d models mapped over the wall texture to warp them appropriately. Think ill bum around with a few other ideas for a while and maybe come back to this.


  8. Im going to expand this thread from just art to a general bloggy random crap hole. 

     

    Messing around with ideas for my next project. Drew some sketches of a team based racing thing in minecarts. I like the idea of being fixed to the track changing the way overtaking would work. . Also working with other players within the cart would be cool, one person on the cart brakes and hitting track switches, another takes care of fighting, another repair... I dont think ill actually do anything with it though.

    t1IhRXW.jpg

     

    Jbh5Kkz.jpg