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Socoder -> Concept/Design -> Tile+ball puzzle....

Sun, 16 Aug 2009, 15:19
spinal
OK, I have a rough idea about what I want to do, but not a good enough idea to actually do it. I want to do a tile-removal based game, very much like Sensitive on the C64. I have made a couple of remakes of this game in the past, it is one of my all time fav games. However, I want to include some elements from different games, to create something a little different and a bit newer.


View on YouTube
View on YouTube

View on YouTube
View on YouTube

First off, I want the gameplay to be mostly like sensitive, to exit the level you must remove X amount of tiles, if you stay on a tile too long, you die. I like the camera angle and rolling cube of Bloxorz, I like the gfx style in general. With polarium, I like the controls, again the fact that it is a cube and the general puzzleyness of it. On the ball however, I just like, maybe the controls, I don't know. I have no idea how to use any part of it, so maybe forget that one.

Also, I want to add new elements to it, such as moving platforms and maybe enemies. I have no idea how the enemies part might work, maybe have the roam around the 'safe' tiles or something. Does anyone have any ideas on tying some of these game aspects together? Also I hope to do this on the DS, with a screen res of 256x192 (perhaps using both screens) so scrolling might very well be needed.

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Sun, 16 Aug 2009, 15:32
Jayenkai
I might as well mention the dice again, then.

But, be warned, I am NOT helping draw it, it drove me freakin' nuts last time!

If you did bloxorz style with a dice as the player, and had predetermined numbers on the floor.. You'd have to get X dice to Y spot with N showing. That could work well.
When I tried it, I just splodged random numbers on the floor, and without a proper level structure it didn't really work out.
But.. Done properly..
Could work well..

If you then advance it a bit, you could have levels with multiple dice.
Use the stylus to drag the dice, and have X moves total available. So, maybe they'd have to move one dice before the other could be shifted where it oughta be, and things like that.

I really think that if you gave it lots of thought, and built a bunch of levels, that game could work out really well.

But before you begin, pick up a physical dice, and roll it around.
Be 100% sure you know what you're doing with it!!

1 < 3 V 5 > 1 is not a repeating pattern....

If you can cheat the animation without any numbers showing, do that!

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Sun, 16 Aug 2009, 15:37
Afr0


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Afr0 Games

Project Dollhouse on Github - Please fork!
Sun, 16 Aug 2009, 19:05
9572AD
Are you looking for elements more along the line of games like Splash Lake and Bombuzal?

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Sun, 16 Aug 2009, 23:26
spinal
Wow, I like the view-swapping in bombuzal. Perhaps I'll add that to the list I think I mostly just want 3D sensitive with enemies and some new tiles...

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Thu, 20 Aug 2009, 12:49
spinal
OK, I have came up with the following tiles, some from sensitive, some new. Can anyone think of any other tiles that might be needed?



|edit| Ha, missed one myself, it will also need an [Exit] tile |edit|

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Fri, 21 Aug 2009, 10:37
Jayenkai
A tile that starts with a number on it, then every time the player moves, it drops by 1.
If the player lands on it before it reaches 0, they get X bonus points.


Which path would lead to the most points?

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Sat, 22 Aug 2009, 06:05
spinal
Sounds good, but wouldn't that take away from the 'remove all tiles' aspect?

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Sat, 22 Aug 2009, 07:04
Jayenkai
You still have to remove all the tiles, just that if there are a few spots on the level, you'd have to try and figure out the BEST path to take.. ie, the one that'll get the most points, not just the ONLY one.

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Sat, 29 Aug 2009, 14:13
spinal
I did a quick mockup using the planet cute tileset, what do you guys think? Should I give it a try using this style (top + front)?



I like how it looks, but I'not sure if I should use sprites for all of the tiles, or a background with sprites for only the animations...

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Sat, 29 Aug 2009, 14:48
Jayenkai
Needs a neat crumbly animation, and you'd have to animate the chr well enough. But.. Looks ok. .. Although .. that water/block thing looks a bit naff..

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Sat, 29 Aug 2009, 15:05
spinal
indeed it does, i'll probably go for a solid texture for the water, also the tile sizes will need jiggered more to fit the 8x8 limits of the ds.... should be fun as for the character, I'll probably replace him with a ball.

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Sat, 26 Sep 2009, 14:12
spinal
After a few setbacks, here is the first actual screenshot of running code.



I'm currently using the name 'Without Walls', but I don't like it much. Does anyone have any good name ideas for it?

Note to Afr0 - The wizard is in no way related to your crazy MMORPG idea, he's just a wizard, nothing more, nothing less.

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Sat, 03 Apr 2010, 06:30
spinal
I have started coding this for the SNES! Woohoo!

Anyhow, I'm stuck for gfx ideas.

I'm quite happy with the actual tiles, but I have no idea what to do about the, um, floor i guess. Originally I was going to use water, but that might not look right and as you can see, the gravely tiles look way too crap.

anyone got any ideas?

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Sat, 03 Apr 2010, 06:46
Jayenkai
I'm pretty sure you could whip together some neat colorcycling, so what about a default floor texture, and having it be green-goop, water or lava, depending on the level?

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