July 09, 2020, 11:19:18 AM

Author Topic: MIX-IT-UP Comp Entry - HoneyThings  (Read 11594 times)

Offline 3DzForMe

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #45 on: September 29, 2019, 01:21:30 PM »
Oh My, loving the flames - is old devil blokes flames going to be flickering in the wind also?  :-\

Offline iWasAdam

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #46 on: September 29, 2019, 01:52:43 PM »
no,but he will make another appearance soon though...

Offline Derron

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #47 on: September 29, 2019, 02:30:53 PM »
They are fire proof (maybe they should be drawn before the fire sprite then?). Of course you could only have a snail race in levels with at least two vertical tiles without fire.
At least I now know that the fire tiles are on the same height than the ground tiles - and not like a "little step above".

Snails look ... cute. In another game style they could even become part of a mini game ("snail race bets" or "cheer the snail" which requires you to hammer a key to make _your_ snail faster ;)).



bye
Ron

Offline iWasAdam

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #48 on: September 30, 2019, 08:36:28 AM »
interesting idea ;)

ok. Icema Creamo defeated (he doesn't look too happy about it)


Next up I'm thinking blue, picnic baskets, water, flies and frogs!

Offline Derron

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #49 on: September 30, 2019, 09:35:37 AM »
picnic at a pond?

Do not forget the leafs of a sea rose ... one could possibly stand on it (or not?? ;)).
Maybe there are "honey fishes" which the bear surely would like to eat...
Picnic baskets _could_ be not the one of the bear but other families ... Yogi Bear is calling.
Ants like picnic baskets (Maybe you know the movie "Minuscule").


bye
Ron

Offline iWasAdam

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #50 on: September 30, 2019, 11:48:05 AM »
hmm water and return of the chaos lord sorted... Now what's going to happen?  :o

Online Steve Elliott

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #51 on: September 30, 2019, 12:15:06 PM »
Looks like you're having fun Adam.   :)
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Catalina, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.3, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
Raspberry pi 3 and 4.

Offline iWasAdam

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #52 on: September 30, 2019, 02:36:54 PM »
lol, yep. Nearly got this level finished...  8)


Offline Derron

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #53 on: September 30, 2019, 03:24:50 PM »
That nasty enemy has an oddly "dark" outline on the skull - compared to the other parts. For a reason?
If there is no reason the dark-color effect could be based on outline + shadow emphasizing the outline.


Statues/Wooden crafting: look nice and "funny".


Wonder why the tentacles on top of the stones are also visible in the bottom row of the wall tiles.
Looks like the water is a bit animated. Will surely look sweet in motion.


bye
Ron

Offline iWasAdam

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #54 on: October 01, 2019, 08:20:14 AM »
sorted :)

Just put the levels to 0 and played through. Findings are: deceptively easy, then suddenly it isn't. my only worry is that (in some ways) it's a bit hard to decide what category to put it in?

Anyhoo, lots to do...

Offline iWasAdam

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #55 on: October 01, 2019, 08:51:45 AM »
and welcome to our Insect Lord - the Lord of Chaos is visiting his aunt Emily:

Offline Derron

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #56 on: October 01, 2019, 09:43:44 AM »
@ level difficulty
Did you add time constraints yet? Might be a limiting factor next to the difficulty of puzzles.
Especially if there are enemies to avoid a time constraint can make it nearly impossible if player's do not perfectly execute their movements.



@ category
Option 1 : Tactical / Role-Playing (RPG)
-> has it RPG elements (dialogues, attribute/skill tree) ?

Option 2 : Retro / Shooter
-> nope

Option 3 : Puzzle / First Person Shooters (FPS)
-> nope

Option 4 : Escape the room / Beat-em-up
-> if you beat up mobs?

Option 5 : Retro / Endless
-> endless? if you autogenerated levels and each exit leads to the next screen ...


If none of them fits yet I would think about adding the RPG elements: eg dialogues could be used to open certain paths. Maybe you cannot solve each level right from beginning (you would need some kind of "level map" then ... where Barry McBear chooses to go to). If you defeat boss monsters they drop items you need for other levels. Some levels might have NPCs which you can talk to - talk the right words and you gain items or knowledge from them.

Maybe some boss monsters could drop items like "bee sting resistence" - you have to wear that to avoid being stung too often.
Either collect items and auto-wear all of them - or you have to choose 1,2 or 3 items before a level starts ...

Also each defeated level might give you stat points (move faster, hit stronger, be able to move heavier stones).

That way you could put some "RPG" on top of the puzzler/tactical game.


bye
Ron

Offline iWasAdam

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #57 on: October 01, 2019, 12:48:20 PM »
good suggestion on the hub world etc. Started work on it now:

Offline iWasAdam

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #58 on: October 02, 2019, 08:43:18 AM »
okay... Text now added to the initial level. I want to try and keep text minimal. the game unfolds as you play :)

Offline Derron

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Re: MIX-IT-UP Comp Entry - HoneyThings
« Reply #59 on: October 02, 2019, 08:57:21 AM »
is the "exit" like the cover to a stairway? It looks ab it "offset" (y-axis) compared to the base ground tiles.


@ hub world
had to look it up to know what you are referring to ;)
Next to this "map screen" it should of course need some dialogues and "upgrades"/skill-tree or so (can still be lightweight like in a casual game). As said, some skills could make you stronger to move certain elements which else block progressability in "advanced" levels (which in a serial level progress means "later levels").

Next to strength certain levels could give you tools ... Barry McBear already looks like a wood chopper ... so why do not hide an "axe" somewhere? Another level could have a non-crossable gap on it - but a big dead tree (to not kill an healthy tree) which an axe-equipped bear could chop down to enable crossing the gap.

Other items could be "sticks" to pull a hidden button in a small hole. Or a bucket of water to extinguish some flames, or some cubicles of sugar to distract killer ants ...
What about some bags of salt you could throw at ice monsters to make them ... melt in hell!

Just enough to make the game qualify for "RPG" and "Tactical" even if the game wants to break out of that category a bit.


bye
Ron

 

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