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A map called Wonder, Developer Diary

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Creator: qPirateKing
Time: Jan 29 2009, 7:44 am

Post #101     qPirateKing Aug 31 2009, 6:49 am

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Good news, everyone! Well, first of all thanks for the input. The idea of having players dodge stuff is definitely a keeper. I had an epiphany just now about how dodging works extremely well with the lighting mechanic. It suddenly occurred to me that it's hard to dodge things if you can't see them! I don't want to get into too much detail for fear of spoilers, but I hope you guys sort of get the idea. Anyway, since I have a core mechanic for the boss now, I'll get back to work first thing tomorrow. Thanks for the random ideas, guys.

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Post #102     TF- Aug 31 2009, 6:10 pm

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Hey I just played the latest demo and this is pretty great, love the shield/bow mechanics.
Only suggestions are that a little backstory for the scantids blocking the cave tunnels would be nice since they're cool but they seem random when unexplained, maybe the hero could say something when he first sees one, oh yeah, custom names for stuff too.

Hummm I kinda got stuck at the boss though, she doesn't seem to be affected by arrows and I can't attack her in melee, the egg-laying sequence is cool though.

Ideas for that boss you were talking about:

If the spider mines are light sources then they could be flares, you could use them to light up some kind of explosives/gases:

- monster has a methane gas breath that damages you but which you can also light on fire with a spidermine flare to damage the boss instead of you
- monster has a huge gland (spore colony or something) full of Methane which you can attack and destroy because it becomes exposed and vulnerable atsome point in the fight, then light the released gas on fire with a spidermine flare for a brutal boss-death

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Post #103     darksnow Aug 31 2009, 7:14 pm

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and then when the boss dies, tunnel will collapse because of the explosion and you have like 1 minute to get past traps and run out.

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Post #104     TF- Aug 31 2009, 7:57 pm

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Quote from darksnow
and then when the boss dies, tunnel will collapse because of the explosion and you have like 1 minute to get past traps and run out.

Agreed.

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Post #105     New-Guy Sep 3 2009, 2:46 am

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Quote
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and then when the boss dies, tunnel will collapse because of the explosion and you have like 1 minute to get past traps and run out.

Agreed.

Cave in's seem to be popular here....

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Post #106     darksnow Sep 3 2009, 4:50 am

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well the game so far takes places in dungeons, and its a abandoned mine.
mines and dungeons=caves
caves= dangerous
dangerous=cave ins
cave in= trap

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Post #107     TF- Sep 3 2009, 3:31 pm

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I haven't really played a lot of maps where caveins happen, certainly no maps where caveins happen dynamically.

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Post #108     darksnow Sep 3 2009, 3:59 pm

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well if you could make a screen shake in starcraft, it'd be perfect

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Post #109     Kaias Sep 3 2009, 4:12 pm

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Quote from darksnow
well if you could make a screen shake in starcraft, it'd be perfect
Sure you can.

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Post #110     PearS Dec 4 2009, 3:08 am

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sad that you changed the story. the old one had a good feel to it. Kind of like a Myizaki film. Made me think ponyo

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Post #111     HCM™stickynote Dec 4 2009, 4:13 am

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Got a boss idea: it will be a very powerful boss with an Achilles heel that could be different each game. For example, maybe he is afraid of fire, and say there are some trees in the boss area, and if you set them on fire, he is easier to kill. Depending on his weakness, he will drop a hint about what it is (be conspicuous about it though).

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Post #112     PearS Dec 5 2009, 6:22 pm

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great demo man...i felt like i was playing an actual rpg on an old console...the little "crazy man" hiding something is VERY nostalgic regarding those old games. And the caves just felt....good. Cozy and erie a bit. I like tight enclosures like that...they just feel cool. Hard to explain. Also i like the boss. I've never seen an overlord boss so that was nice. It felt a lot like metroid when it bit you =].

To be honest i wasn't a HUGE fan of your other two rpg maps. THey looked really pretty and were very solid but my interest just wasn't peaked. I never played either one for more than like 20 mintes (perhaps i missed all the cool stuff because i didn't stick around). But this here feels great bro. good stuff.

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Post #113     CecilSunkure Dec 30 2009, 3:15 am

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Sooo how do you get passed the first room, as in the one you start in? I'm completely stuck, and nothing seems to be happening.. What do you do at the beginning?

Found it thanks to Ultimo.
This post was edited 1 time, last edit by CecilSunkure: Dec 30 2009, 3:20 am.

(user posted image)
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Post #114     Oh_Man Jan 1 2010, 3:05 pm

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How you going with your map King, reckon you will get it out for the extended deadline?

I noticed people offering suggestions for bosses. From creative stand-point you can do basically anything but when I made my bosses I mainly thought about gameplay first before thinking about the bosses name and its spells.

I would try to have each boss have a unique style of approaching it. Like my first boss the Gargoyle a giant stone statue that crushes you if it stands on you, so for the entire battle you are forced to play keep away while it chases you while doing damage. Then my second boss the SkyWraith which is quite the opposite, you had to get underneath it to hit its weak underbelly, so you'd be spending the whole battle trying to get underneath it and shoot while it kites you. Other examples would be battles where you have to emphasis is killing it quickly, the longer you take the harder it gets, or maybe have the emphasis being not standing still, perhaps it will constantly bomb where your standing and you have to move out of the line of fire, etc.

So yeah just my two cents, I just looked at it from a gameplay perspective.

I am working on Hell's Awakening RPG, stay tuned for further details.
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Post #115     payne Jan 1 2010, 9:16 pm

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How you going with your map King, reckon you will get it out for the extended deadline?

I noticed people offering suggestions for bosses. From creative stand-point you can do basically anything but when I made my bosses I mainly thought about gameplay first before thinking about the bosses name and its spells.

I would try to have each boss have a unique style of approaching it. Like my first boss the Gargoyle a giant stone statue that crushes you if it stands on you, so for the entire battle you are forced to play keep away while it chases you while doing damage. Then my second boss the SkyWraith which is quite the opposite, you had to get underneath it to hit its weak underbelly, so you'd be spending the whole battle trying to get underneath it and shoot while it kites you. Other examples would be battles where you have to emphasis is killing it quickly, the longer you take the harder it gets, or maybe have the emphasis being not standing still, perhaps it will constantly bomb where your standing and you have to move out of the line of fire, etc.

So yeah just my two cents, I just looked at it from a gameplay perspective.
Very neat ideas.
GIMME HA NAO! :D

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Post #116     Dungeon-Master Jan 23 2010, 5:46 am

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Are you keeping on with the map qPK?

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Post #117     LoveLess Jan 23 2010, 6:17 am

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Quote from Dungeon-Master
Are you keeping on with the map qPK?
He's busy getting himself a real job.

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Post #118     Dungeon-Master Jan 23 2010, 6:51 am

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Well it is top priority I guess... Good luck then!

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Post #119     -BW-Map_God Feb 16 2010, 7:32 pm

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Just finished giving Wonder a shot. Short but still has some very interesting terrain and stuff to do. Shield blocking is a lot of fun and I enjoyed the fact there are two ways to use it. Bow and arrow was cool too. I made it to the end overlord boss but never quite figured out how to kill it. I kept arrowing it when it went center and turned white but then the lurker always got away. I assume I had to arrow it and then get the lurker before it burrowed to win. I never did find out though since when a minon killed me it respawned me under the creep colony trapping me from trying to finish the boss. A quick glance at the editor seemed to suggest that was the end of what was done so far. Anyway looks nice, would be cool if this doesn't turn out like Deep Blue (never finished) but then with abandoned after the title maybe that is the case.

I really liked Legacy of Haen back in the day btw!

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