Implemented ideas...

Posted by dmsuper on Nov. 2, 2008, 11:28 a.m.

Hi,

I'm working on the game 'Tentacles of Fury' (LINK).

The game is mainly a platformer, with a few other genres playable at times. You can use attacks and combos and other stuffs to fight your way through. Another attraction is the choice to change into other creatures in-game, with different abilities and attacks, for a certain limited time.

These are present in the current version.

Now, I thought of adding a level system to the game (RPG-ish). I have it all done and working flawlessly. The attributes (or stats) I've included are Tentle strength, Tentle speed, Armour, Creaturebar rate of increase, Creature strength and Creature speed. (NOTE: Tentle is the primary character.) Here's a screenie of what I've done so far (The re-designed interface for the new version)>

It's pretty much done, but I can still add more stats in the game. But I can't think of anything else.

So if you have a bright idea about any other attribute(s), please leave a reply!

EDIT:The name of the game has been changed later, so don't say that I'm so weird that I didn't even know my game's name.

Comments

Carlos508 15 years, 5 months ago

lol

First GM game I play, gotta say this is very well polished. Couldn't get pass the first level though, got stuck on the scene immediately after finishing, I don't know if you just haven't coded past that. I just kept falling.

As far as tips, it seems you only added attributes to the platformer portion. Maybe adding att's to the hovercraft mode too? Like the more kills you make the faster your can move around, better accuracy, or more life ect.

Joseph 15 years, 5 months ago

re-designed interface? it looks like crap. stat bars on the left aren't even the same sizes. the font looks horrid. the letters next to stats on right are hard to read. and that a thing tells me nothing. it should give visual clues or something. and the background/ground are way too busy, and a completely different style than the rest of it.

[deleted user] 15 years, 5 months ago

The graphics definitely need more polish, or at least consistancy, it doesn't matter if you're a great spriter or not, you can make do with simple (albeit consistent) graphics and it will look better than now, with things being mismatched.

The platforming is average and there were a couple of clunky corner collisions. Fighting enemies was also very clunky, you couldn't position yourself well-enough to get past without taking hits, and I couldn't move fast enough to get away. The difficulty felt unfair.

The music was cool but it didn't feel like it was in the same style, more like a collection of different music from all over the place.

dmsuper 15 years, 5 months ago

@Carlos508: Thanks! By the 1st level, do you mean the hovercraft portion? After you pass the given time, a (sort of) cutscene is shown and you go to the next stage. I don't remember any falling part! I coded upto the end of the second level (The 'Inside a Meteorite' one).

I may add attributes to the sidescroller part, but I can't say for sure. The game is mostly a platformer as I said. But I have added some other stuff to the sidescroller though, like other abilities which you can use when you cross a limit in the Kill-metre.

@Joseph: That's what happens when you comment without actually analising what's on the image. Does it look like the bars on the left are stats bars? And they are purposely of different sizes, according to their importance. The top bar is the health bar,the one below is the creaturebar (which denotes how much longer you can stay as a creature), and the last one is the experience bar. The letters on the right of the stats do not tell you anything because you don't know anything about the game.

@Kyou: I agree. But I'm unable to do so. I'm not a great spriter (as one can plainly see, because the character is taken from Metal Slugs spritesheet; that door sprite is my doing though). But I'm improving.

I never had any collision problem in the plaformer, so I can't comment on that.

The platforming portion may seem hard, but you're mainly not supposed to kill your enemies in this stage. Making them hit each other is a lot easier! The enemies on the ground are to be fought though. But their bullets are not so hard to avoid! Of course, I'm adding better A.I and better knockback codes for the next version, and the platforming will be better.

Now, the musics…..Hmm…..Maybe you felt like that because it is basically a conglomeration of different kinds of musics! But I didn't find any music to be inappropriate (except the menu and the tutorial, which are to be changed later).

[deleted user] 15 years, 5 months ago

Regardless of how bad a spriter you are, if you keep it very simple and do it yourself (or even better, get a someone dedicated to sprite for you/work with you) so you get the consistancy that looks far better.

Jw's games aren't graphically impressive, they are simple, but (style aside) they are consistant and that makes them look better than a lot of games that use sprites that are good on their own, but done in different styles. While it's not *baldy* put together, there is still that not-100%-together-ness that gets to me.

F1ak3r 15 years, 5 months ago

In short:

Lots of equally bad similar-looking graphics are better than a bunch of different-looking graphics of varying quality.

dmsuper 15 years, 5 months ago

You have no idea how bad a spriter I am.

Well, maybe not that bad, but sadly I have never been able to draw any kind of character whatsoever. I need to work on simpler sprites some more before I can sprite everything in a game.