[devlog] Monkey Business

Show us your works in progress and request feedback

Post » Thu Mar 31, 2016 6:41 pm

choose what are the gameplay components you want to add (moving platforms ? moving spikes ? canons ?) then add them progressively.

It makes me remembering a game "One Tap Heros". It had one gameplay component per world.
First one : basics (moving plateforms only)
Second : enemies
Third : timer
...

It looks to be good for you to do the same.
B
13
S
5
G
1
Posts: 139
Reputation: 2,661

Post » Thu Mar 31, 2016 8:12 pm

@grandbrinus - that's a really good idea to ensure the game always offers something novel to the player. So far I'm 3/4 through completing the training /intro level to give exposure to the controls (which can be customised) and the player's movement/mechanic. Once that's finished I need to create a few mission levels and a mission chooser menu level. I'm also looking to add an upgrade store, so you can configure your assassin with the tools you think might be best for the job at hand; I've not thought all of the options through yet, but I think it could add an extra dimension to the game (ie you earn cash for carrying out assassinations and then use some of it to buy better or more effective weapons); the players who do best end up the richest and on the leaderboard.... Cheers!
A big fan of JavaScript. Image Image
B
76
S
20
G
81
Posts: 2,347
Reputation: 50,188

Post » Thu Mar 31, 2016 8:21 pm

all of this seems promising
Image Image
B
27
S
16
G
147
Posts: 884
Reputation: 76,696

Post » Mon May 23, 2016 2:14 am

@grandbrinus
@Colludium

I watched a video a little a while ago about the 'one mechanic per world' or rather one mechanic per level thing, specifically in the newer 3D Mario games. 3D Land, 3D World, etc. If it's of interest to you, here's a link to said video. Pretty cool video game design analysis.

Quick explanation
1. Each level begins by starting the player with the new mechanic in a danger-free environment (such as introducing wall-jumping with no bottomless pits)
2. Next, a portion of the level develops the mechanic, usually by removing the player's so-called 'safety net' and introducing a risk with the mechanic
3. Then a twist is introduced, and either will challenge the player with the mechanic or provide a difference angle to make the player examine the mechanic in a new fresh way
4. Then a conclusion is reached by the end, where the player is given the chance to mess around with one final time with the mechanic, usually by showing their mastery of the mechanic or performing a trick/puzzle at the end with it (i.e, a simple 'puzzle' to earn a 1up or something otherwise)
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
B
52
S
24
G
30
Posts: 541
Reputation: 19,664

Post » Mon May 23, 2016 4:51 am

Thanks @LaDestitute. I'll take a look as soon as I get the chance.

To everyone: This project is a slow burner now - I am pleased with the visual effects system but my work and some other dev ideas have caused me to have to slow development. I'm currently working on getting a multiplayer platform system up and running... I've already created the framework of a procedural level creation system, and I want to combine that with multiplayer - so you'll be able to fight/race against your friends in a private procedurally generated world/layout. I've got some other ideas and I'll post them here when I make some more progress.

Current hurdle to overcome: Lag on LAN!
A big fan of JavaScript. Image Image
B
76
S
20
G
81
Posts: 2,347
Reputation: 50,188

Previous

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 0 guests