ID:107889
 
Given the choice between working on games and working on libraries, I tend to pick libraries. Games are hard to work on because I run out of ideas or get tired of an idea. Libraries are about design and function, games are more artistic and creative. Libraries are much easier to work on.

I don't want people to think I've stopped working on my games. I'm almost always working on something I just have too many projects. At the moment I'm satisfied with the state of my libraries so I'll be able to work on games more in the next few weeks.

I know it's considered bad form to talk about things before they're done, but I'll do it anyway:

A Miner Adventure

There were a few fundamental aspects of the project that I wanted to change. What I'm doing isn't really a complete re-write. I started a new project and am copying and pasting sections from the old project into the new one so I can easily clean up the code as I go and remove bits that I don't need.

I'm working on a better way to handle the different game modes, not just managing how they work but also handling how they're created. I figure I'll post an update once everything is cleaned up and another mode of play has been added.

I have plenty of new features in mind that I'd like to add (character/tech upgrades, elevators, more building abilities) but one of the top things on my list is to add medals. With the different modes of play and potential for open-endedness the game should have a ton of medals.

Exordium & Terminus

I would really like to finish the game. I have the entire story planned out, which is surprising because RPG Sweeper is an example of how much I usually care about story (none). I'd like to have it complete for the sake of the story.

Initially I was shooting to have 6 levels in the game and I have them all planned out, a rough idea at least. Artwork and level design is what's holding me back the most. The insect icons look simple but I've spent a lot of time trying to get them to look just right. Drawing and animating other types of mobs drains my motivation very quickly.

To give this post some content, here are obligatory screenshots:




Other Notes

I'd like to build up a big set of demos for my Sidescroller and PixelMovement libraries. My goal is that people can piece together demos to create simple games. If you've used either of these libraries and created something that others might find useful, please post the code on my forum. It doesn't matter if it's something really simple (along the lines of the demos that come with the libraries).
That's a pretty awesome art style you have going there. I'm impressed.
Sadly I can't play Exordium & Terminus, it kills my computer for some reason :S
Thanks! After staring at the purple/pale blue tiles with the circles and diamonds for so long I was afraid it had started to look like a child's bedroom.
I love the art style as well.
I like it!
My only gripe with your interface is you're wasting some vertical space with that tacky file menu. All you have are three options for view size.

When's the last time you saw a game window outside of BYOND which had a file menu? Solitaire doesn't count.
Damn forum, Still some pretty amazing stuff, Hopefully you extend your ideas and pull in some money.
How to fight back giant bee and how to get out of that locked room which the bee is in?
You get out of the room by defeating the giant bee. To hurt it, look for a time when it's vulnerable.
I'm very impressed with Exordium. You did a great job with the atmosphere. I'm a fan of Spies! but I have to say this is your best yet.
I'm going to try to make an epic pixel-game. However, I don't want to get anyone excited before I even start...so...yeah! XD
If you need any help with using the library, don't hesitate to ask: http://www.byond.com/members/Forumaccount/forum
About Exordium, is the permanent evolution point loss when downgrading your body intentional? It seems smarter to return the points spent (you could have puzzles that require different evolution combinations, for example).

e- just notice the pellets respawn. This seems like a pretty odd choice to me.
It is intentional but it will be changed slightly. What I had decided is that upgrades will cost the difference between what you have and what you want. For example, to go from no legs to short legs costs 30 and to go from short to long costs 80, but to go from no legs to long legs also costs 80. The new way, the short to long upgrade would cost 50 because you already spent 30 to get the short legs and the downgrade from short legs to no legs would cost 30. Without this change the player might delay upgrades so that no points are wasted. I want to avoid that.

My goal is for there to never be a shortage of points. By the time you get to a place that requires an upgrade, if you took the time to look around a little you'll have all the points you need. The demo gets a little grindy but I'm still working on that.

I'm not sure why people are surprised by the respawning pellets. I can add a note about it (I think I already did and just haven't posted an update)
It feels likes a poor choice, from a level-design standpoint. I can technically stay at the first screen with pellets and gain all the evolutions I want. There's less incentive to continue exploring. If you refund evolutions instead (and balance the amount of pellets just right), players won't need to delay upgrades.
I think it would be more annoying if no pellets respawned and you had to scour the map for the last 3 points to buy a necessary upgrade. I can increase the respawn time for pellets so that camping a single spot is not the best use of time.

There are a few goals of the evolution system. One is to limit the player's progress and test their memory. By the time you can afford an upgrade needed to access certain areas, do you remember all of those areas you've seen already? If there are two upgrades that provide access to new areas you just need enough points to buy the more expensive upgrade and you can switch between the two as needed.

Another goal is to let the player tailor their character to their play style. If you have to pick between being small and quick or strong and slow there has to be a consequence. Points have to be consumed or you're not really picking because you're free to switch back and forth whenever it suits you.

Again, my goal is to have the pellets be something that you simply accumulate along the way so by the time you need an upgrade you'll be able to afford it (or already have it). In later levels (and with some re-working of the first level) this will be less of an issue.
I think it would be more annoying if no pellets respawned and you had to scour the map for the last 3 points to buy a necessary upgrade. I can increase the respawn time for pellets so that camping a single spot is not the best use of time.

This still promotes grinding rather than exploration. If I see a difficult to reach, valuable +5 collection of pellets somewhere, I have no motivation to reach them. Simply increase the amount of pellets such that it's never too scarce. And besides, if you refund the pellets, players should always be able to opt for downgrading an unnecessary part of their body in favour of temporarily evolving the necessary part.

There are a few goals of the evolution system. One is to limit the player's progress and test their memory. By the time you can afford an upgrade needed to access certain areas, do you remember all of those areas you've seen already? If there are two upgrades that provide access to new areas you just need enough points to buy the more expensive upgrade and you can switch between the two as needed.
Another goal is to let the player tailor their character to their play style. If you have to pick between being small and quick or strong and slow there has to be a consequence. Points have to be consumed or you're not really picking because you're free to switch back and forth whenever it suits you.
Again, my goal is to have the pellets be something that you simply accumulate along the way so by the time you need an upgrade you'll be able to afford it (or already have it). In later levels (and with some re-working of the first level) this will be less of an issue.

I still argue that, if this is the goal of the evolution system, refunding makes a lot more sense than respawning. Not only does it motivate players to continue exploring new areas (for new parts), it also allows them to experiment with different 'body builds' without worrying that they'll have to recollect pellets again. This is what I think from a game design standpoint, but I am also saying this as a player. Respawning pellets simply does not seem like how it should go.