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Re: Untitled Platformer - Programmers' corner
[Re: Superku]
#341442
09/16/10 18:23
09/16/10 18:23
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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I tried it & I'm very impressed with how the game mechanics are now much more fluid Everything is much faster & more compact. Great work I don't know if you are o.k. with doing also the spell system (?), there are some changes in the concept. Few days ago George & I talked about a ways to improve the level's visuals and came to the idea of making the spell potions to be objects scattered across the levels. They will be similar to the bonus items that are now present in the later chapter 3 levels and, depending from the spell system that we all agree upon, they could be placed in the specific order or just randomly positioned across the level. If we go for the magic-inventory system then order won't matter but if we all decide to have BJ carry one spell at one time (until it's used) then order of potions across the level would be much more important. Also the Gravity Change that is now triggered with space will be just another spell potion that needs to be picked up in the level. We could keep the trigger mechanics (second space while Sister is in the air) but it should be possible to do this only after picking up the Gravity Change potion and, as it should be with all other potions, only ones (or unlimited times in limited time-frame) with one potion, twice if player picks up two potions, three time if he picks up three and so on. ..just to mention that this concept does not exclude the mouse-wizard factor: Bj will still receive new types of spells from the mouse around level 5 of every new chapter but the spells themselves will be bottled & scattered across levels Btw, did you gave up on the camera angle change during the gravity switching? ..or will this still be available through the game menu?
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Re: Untitled Platformer - Programmers' corner
[Re: Ganderoleg]
#341448
09/16/10 18:52
09/16/10 18:52
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Thank you for the information and thanks for testing! I like the idea of the gravity-potion but I think then we should drop the double space key activation to stay with a continuous control scheme. An idea: When you already have a potion and stand next to a different kind of potion, the context sensitive button will change to [Switch potions] and the old potion will be dropped at this position so it can be picked up later on. Btw, did you gave up on the camera angle change during the gravity switching? ..or will this still be available through the game menu? Somehow it is still there but the controls won't work right at the moment. It will be controllable by a variable (camera_mode).
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Untitled Platformer - Programmers' corner
[Re: Superku]
#341452
09/16/10 19:39
09/16/10 19:39
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
Senior Member
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Senior Member
Joined: Oct 2006
Posts: 470
Balkan
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It was a real pleasure to test it I would like to switch my levels to this movement code if you think that everything will work o.k. Btw that idea about potions swap is great! We will be able to skip on the complicated magic-inventory thing & still have a working system without the need to have any specific order of potion level-placement. All we will need is a spell icon of the picked-up potion in the corner of the screen & that's all. ..and yeah, it may be better to drop double space activation & unify all spell-usage to one key.
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Re: Untitled Platformer - Programmers' corner
[Re: Ganderoleg]
#342169
09/24/10 10:20
09/24/10 10:20
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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I just wanted to point out one thing that is potentially dangerous when it comes to gameplay: when sister is changing gravity she falls back if no ground is to be found but while falling she can move in the air. This shouldn't happen because the player can just change gravity, wait until sister starts to fall & move to, in normal conditions, unreachable parts of the level. I think we should make the entire gravity switching process to be fixed, with no possibility to move while ascending or descending from the air. You are right, I will fix that.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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