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Thread: What are you making?

  1. #2751
    Member
    Registered: Jun 2004
    Hahaha thanks ;D

  2. #2752
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    I started tinkering with a new game idea.



    When it's done it'll basically look like this:


  3. #2753
    Member
    Registered: Aug 2004
    My Invisible Inc.-alike jam project is coming along. Here we have patrol routes and line-of-sight indicators.


  4. #2754
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Nice! Is there some Glade Raid DNA in this?

  5. #2755
    Member
    Registered: Aug 2004
    Quote Originally Posted by henke View Post
    Nice!
    Thanks!

    Quote Originally Posted by henke View Post
    Is there some Glade Raid DNA in this?
    Lol. Aside from both being by me and utilizing physical painting assets, not really. Even the LoS is done completely differently.

  6. #2756
    Member
    Registered: Aug 2004
    Bunny Garden update. Actually a game now, lol. Three different enemies to evade while collecting carrots.

    Farmer - Shoots you if he sees you in his red cone and you don't get out of sight in one move. Moves to last place it saw you and looks around if you get away. Sees 8, Walks 6, Runs 8.

    Dog - Runs quickly at you if noticed. Smells you out behind cover at short range. Moves to last place it saw you and looks around if you get away. Sees 6, Walks 6, Runs 12, Smells 2.5.

    Chicken - Sees 360 degrees; summons the other enemies if it spots you. Otherwise harmless and doesn't chase you. Sees 6, Walks 4.5.

    https://pyrian.itch.io/bunny-garden

    Major tasks still to do: Limited bunny vision, sound, art clarity pass, various quality-of-life improvements

  7. #2757
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Heyyy that's good! Made it through after 3 attempts. Trying to predict their movements and plan accordingly is fun. This would work well as a mobile game I think.

  8. #2758
    Member
    Registered: Aug 2004
    Thanks for playing! I'm glad you liked it. ...That sounds like it might be a bit more difficult than I'd intended, lol.

    If I make a touch-screen interface, how do you think I should handle displaying the paths before moving? Obviously mouse-overing like it currently does won't work.

  9. #2759
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Without needing a separate commit button you mean? Hmm... how about you press down on the rabbit, then "pull" out a path. Release to commit, or move you finger back to the rabbit and release to cancel.

  10. #2760
    Member
    Registered: Jun 2004
    Could also do double tap. First tap shows path, Second confirms it.

    Or you could use the microphone which is a standard feature on most phones. First you tap to set your path, then you have to loudly yell "AWOOOOGA!!" to confirm it (no other phrase is accepted)

  11. #2761
    Member
    Registered: Aug 2004
    ...I think we have winner, here...

  12. #2762
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Global Game Jam just happened and I got together with a few local devs and made a game this weekend.



    It's called BURROW, and it's playable in browser (tho not Firefox). Give it a spin: https://henke.itch.io/b-u-r-r-o-w

    The other dudes knew Godot so I took the opportunity to get familiar with it. I mostly just did art and level design on this one. Godot is... alright? Kinda wonky in places, and I won't be in a hurry to leave the comforts of Unity for it. But I could probably crank out a game with it if I had to.

  13. #2763
    Member
    Registered: Aug 2004
    How deep is this, lol?

    I would've liked the split cooldown to be a little more clear, I kept hitting space and wondering why nothing happens. Like, maybe just change the text to "press space to split once charged" or something.

    Once you get a little better at it, the fact that it returns at a constant speed gets really annoying. I think it should speed up as you get deeper so it doesn't take so long to return. You can speed it up by holding space, but IMO not enough. (I am not a patient man, lol.)

  14. #2764
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    It does have an ending. My highscore is 158 seconds.

    Yeah I thought the text filling in would be more confusing than just having a regular progress bar as well, but the programmer INSISTED this was fine. Ahhh, I'm discovering one of the perks of making games as part of a team: being able to deflect resposibility for bad decisions! This is great!

    And yeah, the panning back up does take too long. If we kept working on it both these things would get fixed, but this was a one weekend thingy, it's not getting updated any more. At least not by me.
    Last edited by henke; 6th Feb 2023 at 03:18.

  15. #2765
    Chakat sex pillow
    Registered: Sep 2006
    Location: not here
    Yeah, it ain't bad. Generally not a fan of games with delayed feedback to input to that degree, but this was a neat idea. Agreed with Pyrian's comments, but given that it's a weekend game, that's fine. Haven't gotten far, but it was fun enough, bones and all.

  16. #2766
    Member
    Registered: Aug 2004
    Bunny Garden : Now the bunny has line of sight restrictions. Enemy sight cones and paths are only visible if the enemy is visible! This makes the game a lot more tense. The bunny does automatically see any enemy that can spot squares adjacent to the bunny, so you'll always see them first, and it stops moving when it sees a new enemy, so you won't stumble into their sight cones, either.

    Play free in-browser: https://pyrian.itch.io/bunny-garden


  17. #2767
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Made it through on my 3rd attempt again. Yeah, this is fun!

  18. #2768
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Working on this and that. Here's some GIFs.


    "The Flying Doctor"


    "Zero Gravity Curling VR"


    "POGOPPL"

  19. #2769
    Member
    Registered: Dec 2001
    Location: Marlboro, MA, USA
    Henke, I approve!

  20. #2770
    Member
    Registered: Oct 2003
    Location: British Isles
    Nice to see that there’s a developer community in here.
    I can’t really call myself a developer though I have made art assets in the past. I do have several projects in the works, some with rudimentary gameplay. I’ll upload some screenshots / video once I’ve collected some together.

  21. #2771
    Member
    Registered: Oct 2003
    Location: British Isles


    This is a video I produced after I'd made a tutorial series on modular design and game dev in Blender's Game Engine (the game engine was stripped out of Blender after 2.79).

    This is a proof of concept and the game is a stealth / horror title. The player wanders the corridors of a derelict spacecraft looking for clues (written on blood) showing how to escape, which direction to choose, what a locked door code is etc. The blood stains (and the 'ghosts') can only be seen in the beam of the flashlight. The player can still hear the ghosts though. In the game, the ghosts would wander the corridors and chase the player if detected.

    I'm hoping to adapt this and other ideas for the Godot game engine.

  22. #2772
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Pretty cool. Good luck with it!

  23. #2773
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Been working more on my flight sim, refining the game loop, adding more systems. It's start to feel like a proper VIDEO GAME!









    I could use some fresh eyes on this thing tho. Some testers! Do we have any flight sim fans here? Send me a message and I'll send a download link.


  24. #2774
    Member
    Registered: Jun 2004
    Will the plane...

    ...will the plane be on stilts?

  25. #2775
    Member
    Registered: Apr 2001
    Location: Switzerland
    The twist is: the motherfucking stilts are on the motherfucking plane.

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