atrocity Posted February 6, 2014 Report Posted February 6, 2014 Thanks Kikette! When I get the Skybox back from Spence I am going to spend some time tweaking the ambient lighting so it's not too dark. Spherix: Like Spence said those are reskins. Spencer is actually working with me on this project. He is building the 3d skybox for the level and helping out with some detailing. I can certainly release all of the extra content when it's done. Spherix 1 Quote
Spherix Posted February 7, 2014 Report Posted February 7, 2014 Sweet. I always miss proper foliage that doesn't look weird in a map with a new theme.. Quote
General Vivi Posted February 8, 2014 Report Posted February 8, 2014 Wb! Map is looking pretty spiff man. I agree with the others about noise but it looks pretty fixable atrocity 1 Quote
Pampers Posted February 9, 2014 Report Posted February 9, 2014 (edited) By request, headbut body slam is now the only way to kill the cubes, unless you shoot them of course still pretty rough, and I need to find a way to blend in an get-up animation edit: I'm playing with a controller so the aiming is a bit bad Edited February 9, 2014 by Pampers selmitto, leplubodeslapin, knj and 7 others 10 Quote
atrocity Posted February 9, 2014 Report Posted February 9, 2014 That is really cool Pampers. I think I might have missed your initial post discussing what this is. Small side project? Learning new things? Full game? Quote
FMPONE Posted February 9, 2014 Report Posted February 9, 2014 By request, headbut body slam is now the only way to kill the cubes, unless you shoot them of course still pretty rough, and I need to find a way to blend in an get-up animation edit: I'm playing with a controller so the aiming is a bit bad It's awesome! I'd like to see you go in a more subversive direction with it. Cute mousketeer says Duke Nukem quotes as he smashes watermelons, M-M-M-M-Megakill sound effects on every 3rd kill, etc. Pampers 1 Quote
Pampers Posted February 9, 2014 Report Posted February 9, 2014 That is really cool Pampers. I think I might have missed your initial post discussing what this is. Small side project? Learning new things? Full game? It's a small side project, completely different from what I do at work atrocity, General Vivi and El Moroes 3 Quote
Skjalg Posted February 9, 2014 Report Posted February 9, 2014 lol that reminds me of my test level in ponh Quote
Vilham Posted February 9, 2014 Report Posted February 9, 2014 By request, headbut body slam is now the only way to kill the cubes, unless you shoot them of course still pretty rough, and I need to find a way to blend in an get-up animation edit: I'm playing with a controller so the aiming is a bit bad fuck yeah Quote
Sjonsson Posted February 9, 2014 Report Posted February 9, 2014 (edited) By request, headbut body slam is now the only way to kill the cubes, unless you shoot them of course still pretty rough, and I need to find a way to blend in an get-up animation edit: I'm playing with a controller so the aiming is a bit bad fuck yeah This whole mouse thing is so much Terry Prattchett to me it hurts! Edited February 9, 2014 by Sjonsson Quote
Sjonsson Posted February 9, 2014 Report Posted February 9, 2014 (edited) Finally I can show you guys some of the work I've been doing on a hobby project! It's a fishing game for mobile platforms with one simple goal, catch the biggest fishies with the biggest rods, you get fish, sell it and buy more better gear. Currently everything in the game is placeholder graphics and the sprite for the player character is from Pokemon, will make some kind of a character later.Current Features- Fishing. Simple Fishing Mechanic where the player can go to the water and fish. - Three inventories. Fish Inventory Tackle Inventory Equipment Inventory - Fish Drop Tables, when a fish bites it's type is generated based on following: Type of Tackle used Type of Water currently fishing in. CURRENT TASKS Add a bob to the fishing mechanic. Add a cast mechanic so the player can aim at what range the bob should land. Add a Fishing Shop where the player can sell fish, buy Equipment and Tackle. Here's what it looks like right now: Edited February 9, 2014 by Sjonsson Hipshot, Vilham, Spherix and 9 others 12 Quote
Vilham Posted February 10, 2014 Report Posted February 10, 2014 nice concept I would look at expanding the fishing mechanic to be a bit more involved and a bit more minigame like. Maybe some varying puzzles that it randomly picks. Almost like a mario party game. Quote
Sjonsson Posted February 10, 2014 Report Posted February 10, 2014 Thanks! I've been thinking a bit about that too. Currently my plan is that once the player catches a really big or rare fish you would get a mini-game, so it's also a challenge the harder catches get even more rewarding. I still want the player to be able to 'hoard' fish quickly, but if that turns out to be boring I guess I have to add a mini-game for every fish. I will definitely add some puzzle games, but where - I'm not sure yet! Quote
Lemurr Posted February 15, 2014 Report Posted February 15, 2014 (edited) Part of a map I'm working on. Edited February 15, 2014 by Lemurr blackdog, D3ads, Seldoon182 and 18 others 21 Quote
will2k Posted February 15, 2014 Report Posted February 15, 2014 For a second, before watching the video, I thought this was Duke Nukem forever Impressive work there; the 1960-1980s era of Portal 2 is one of my favorite parts of the game and I'll be definitely looking forward to play this level when it's finished. Good luck Quote
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