You could give the fireball sprites single pixel hitboxes so they done't get stuck/disappear on corners as easily.Īn explosion from Megaman X4. Pellets would be to hard to represent at that size, so go with flashy fire and smoke- maybe tiny pixels to represent fragments. Maybe you have some way to scale and rotate sprites, and a way to control which frames pop up first for variation. Then, have the shotgun shoot out a cone of these overlapping fireballs/smoke that only travel as far as a wall or as far as the collision box. Pulling more of the Boss' aesthetic (just a tiny bit) into the level/boss room would do a lot to pull everything together.īut instead of hand-drawing every possible shotgun blast, have the artist draw a small fireball that turns into a puff of smoke and dissipates. EX: our first boss is a Sound Blaster type (since our game takes place in a computer) and its only fitting he is in a discothèque of sorts. A change of lighting and minor (minor because i like what you have here) level aesthetic would go along way to cement the vibe he's throwing. Your artist does a great f-ing job and there's a huge opportunity here for unique AI and mechanics if you go deep enough with some Sam Raimi. Too good of a model to leave planted in the ground, IMO. Would love to see him animated and walking around doing things. So then, what are your thoughts on all this? (hopefully I managed to make this clear enough!) I could even make something like an achievement if you play the game the way I originally intend it, using vague information and memory/guesswork. Some additional musings : if I go the way of offering choice, I could either offer it at the beginning of the game only, attached to specific difficulty settings, or offer full customization at any point. in that same spirit, is it a good idea to offer the option to toggle an overview bar during the VN segments, with graphical hints as to where you are stat-wise (no raw numbers, though) ? Right now I'm showing the date/location by default, but if I go this way, I might show this and said cues in the "informative" mode, and nothing in the "no info" mode, so the screen can stay clutter free. do you think it's a good idea to offer the option to toggle more traditional health bars on/off during the fights, or is it diminishing the potential impact/interest of not proposing health bars in the first place? However, I'm concerned this can prove too frustrating for some players which could enjoy the game otherwise, and while I'm pretty confident the experience as I intend it can stand on its own, I'm wondering if it would be an interesting option to allow the player to play in a more "informative" mode, still without clear stats but with more visual cues to help know your general standing - and yes, that brings me back to the lifebar thing.Īs it stands, during the fights I'm not using a lifebar system, rather a temporary health/status portrait that appears when you're hit, like so : I'm in the mindset of showing as little statistical information to the player as possible, to create an experience based on the feeling of uncertainty and of "winging things" rather than carefully devising plans based on raw maths. This talk of lifebars reminds me of something I've been mulling on for a while, on which I'd be interested in your opinion as well, fellow indie-GAF : the difficult part is not forgetting any possibility :-D It's nothing too complex, basically a lot of variable checks in the background. More menu progress : now you can store/take out your suit from both your room, and the school locker. So I could be dead wrong without knowing every detail of your intentions and I'd rather keep it that way because I'd like to be surprised when I play it I just know I want to play this because it looks ace. This is just my thoughts tho, without seeing a complete level or completed boss encounter I have no idea what you plan on doing. Pulling more of the Boss' aesthetic (just a tiny bit) into the level/boss room would do a lot to pull everything together. Click to expand.Love the look of this tree, man.
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