64DCG - Submit Enemy Concepts
Posted on August 09, 2013 at 15:46
So as many of you are well aware, Cyrus and I have been plodding away on 64DCG, an action platformer styled after a faster-paced Castlevania, built with the users and characters of 64Digits. The thing I've been struggling with most are what to use for stage enemies in terms of 64Digits characters, and it really boiled down to taking enemies from peoples' games, like the hornet from Phobos Fatboy or the zombies from Fightboyfight or the duskflight spectres from The Twilight Realm. However, that would result in a very underwhelming roster, so Cyrus had the brilliant idea of getting 64Digits members to come up with their own.
Additionally, I've been taking a lot of gameplay ideas from him, and he's suggested an open-world environment that encourages exploration, revisiting older areas, and straying off the path for sidequests and upgrades. Included will be a day/night system that influences what enemies are active as well as the general danger level. In other words, our goal is to give the game a natural feel.
So with the above in mind, I'd like you guys to pitch some enemy ideas. There are just a few things I want you to remember though:
, don't go overboard. Look to older platform games like Castlevania, Super Mario, Zelda 2, and Donkey Kong Country. The enemies were often simple in their approach and their attack patterns were easily recognizable. It might even be better to equate these enemies to Minecraft monsters. Simple in design, but each stands out on its own.
, bear in mind that if your enemy doesn't fit the style of the game, it won't be put in. Even if it does, it may be slightly modified to fit the role we need it to fulfill.
, you're free to reuse enemies from game ideas of yours so long as it meets the requirements listed below.
, these are separate from the character list I posted before. Those are primarily bosses and cameos. These are just stage enemies you meet when traveling.
, holding true to old-school games, you're free to also submit subspecies or palette swaps, so long as the additional submissions are unique enough (IE not just a health or damage boosted version -- see Monster Hunter subspecies for ideas on alterations).
So what I want to see is this:
- A mockup concept image of the enemy (preferably with color). Remember that this won't be final. Even if you supply us with a sprite, it will most likely be redesigned to fit in with the graphical style of the game.
- A brief description of the enemy, including its attack style. If you want to write a bit about its biology or existence, you're free to do that as well. If it has any particular strengths or weaknesses, list them here as well.
- A quick rating from 1 to 5 on the enemy's health and damage.
- What kind of environment can the enemy be found in?
- Is the enemy diurnal or nocturnal?
I'll be adding more to this list as I think of things, but all I really want is just a simple enemy design. Don't be afraid to make an enemy who just throws bones or something. Chances are the simpler the enemy design, the more it'll appear throughout the game.
Let's make this fun, guys. This isn't my game or Cyrus's game. This is our game. Your ideas and suggestions are always welcome.
64Completition Progress Check 9, S4D
Posted on August 06, 2013 at 12:26
This is definitely a little offset, but people have commented that they liked the progress checks for various reasons, and I don't want you guys getting too comfortable just yet. There's still another month to go and a lot to do. You've all worked long and hard and I'm very proud of the results, so do what you can to make the final month worth it.
As usual, I am open for questions.
Scary Four Digits
This has been on a lot of peoples' minds lately because 64Digits without Scary Four is not 64Digits. This has been a big tradition of ours for the past few years, and in the site's current state it's looking a little improbable. Toast has gone, and primary entrants like Rez are now busy with the school life.
However, S4D won't go unnoticed this year.
Unless we get another good host (PLEASE COME BACK, TOAST), I plan on hosting this one too. However, I'll be cutting the work time down to one month like the original S4D, so we won't start until October. My reasoning for this includes the Completition entrants, who finish only a month before. Now, a month isn't a lot of break time for us game designers, but Scary Four must commence, so my apologies go out to you and I hope you still enter.
Since I'm not Toast, it'll be a lot smaller scale. However, I'm going to adhere to the usual Scary Four rules and say you do have to do everything from scratch, with a few exceptions. Teams are encouraged; we saw this work very well last year. All in all, I'm looking forward to it and will definitely be entering myself, though having the host enter his own competition (and this one is hairier than the one I'm currently hosting) probably needs some amendments.
Thoughts on S4D? Post them here.
Completition and 64DCG Stuff
Posted on July 29, 2013 at 17:10
Hello all. I'm glad to have set aside the past two weeks to dedicate to playtesting and feedback. Some of the results were very good and I can see a few people felt genuinely grateful for the advice and can now zero in on their issues and finish their games. However, not everyone has received very much feedback, or given their share. I'll be keeping a close eye on this so please continue giving feedback as necessary.
I myself have only received detailed feedback from two people and while I'm aware TTR is a daunting game in many regards (and also the longest of the bunch), I'd like a little advice here and there, if you would.
Honorable mentions go out to hel, Cosine, and Polystyrene Man, who, after playing all of the entries, seem to have the most complete games. Additional mentions go out to those who dared to play and review all of the games, especially Cesque who somehow manages to find bugs in everything.
Just in case you weren't working on your games during the feedback period (I wasn't), the development part of the Completition resumes today. I hope that you'll all finish critical items brought up in feedback as well as focusing on debugging and polishing, though I know many of us are struggling to continue the level design, which is equally important. Just don't lose sight of the important things. It's better to have a short, well-polished game than a long, very buggy one (I'm looking at you, TTR).
The official deadline is still being decided as IUP has another bundle being sold at around the same date. However, I have confirmed an extension of as much as three weeks past the original deadline of August 12th
I didn't want the Completition to last this long initially, but I am very happy with these results and I really hope that the extra time will help you out.
As usual, I'm available for any questions.
Last week, I released a signup sheet for 64DCG characters
. You're still free to add to this list (and I've made some extra columns for you to look at). There are also two additional sheets for minions and cameo characters, which you're free to add entries to as well.
Please remember that while I will make every effort to include your characters as you want them, I will be making modifications as needed to suit the story.
Cyrus, Seleney, and myself have all been trying to decide on a plot and how the characters fit in. I think we've come to an agreement, and Cyrus is handling all the animation work while I'm focusing on the engine and story consistency. Things are going well but remember that I'm not actually going to switch my focus to 64DCG until the Completition is over, but that won't stop me from working on it a little.
If you have any questions, comments, or preferences on the 64DCG, you are free to message me, Cyrus, Mega, or Seleney as the people primarily involved in development. I hope to post some devlogs in it soon.