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Author Topic: FeyScape  (Read 6098 times)

Lectorog

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Re: FeyScape
« Reply #75 on: March 05, 2013, 05:12:14 pm »

Microsoft has forsworn XNA
What is this. I thought Microsoft coddled XNA like its baby.

Willfor, Java is just as good as C# and you know it.
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Max White

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Re: FeyScape
« Reply #76 on: March 05, 2013, 05:20:47 pm »

Apparently Microsoft decided to go all spartan and leave its baby for the wolves.
Current speculation is that it will be replaced with something that works cross all Windows platforms (PC, tablet, smartphone and Xbox), but I'll be dammed if I'm waiting for that.

Max White

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Re: FeyScape
« Reply #77 on: March 08, 2013, 06:50:37 am »

So while I was off unable to program, I was thinking carefully about what I wanted in Feyscape and, why. Thought about a few changes.
Firstly, I was planning on having a building type system, like in minecraft or terraria. Truth be told I think maybe I just wanted this because it was in fashion. It wouldn't really add much while restricting what I could do. When you can build, you need consistent block logic, where as interesting level design often calls for inconsistent level design. Take the following little scene for example


I think the tar swamp looks nicer with the tar in the foreground, rather than behind the ground blocks, but to do this I would need either for water to flow in front of blocks (Leading to annoying flooding) or allow the player to swim under the blocks, thus making the game easier. The solution here is for solid blocks that look like tar, but that sort of breaks the kind of logic that you need to be able to remove and replace blocks yourself.

All in all, I think building mechanics are out.

The other thing is a level system. Sooo many RPGs have a level system I just sort of saw it as natural, but when you think about what it adds, the answer is not much. Often these systems are just in place to force you to grind to expect to beat a boss, thus extending game play hours easily but not making the game much more fun. I think without a level system, designing bosses will be easier for me, and funner for you.

Max White

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Re: FeyScape
« Reply #78 on: March 08, 2013, 09:17:33 pm »

Anybody still reading this?
Ah well, if you are, have a background mockup. While the foreground tiles are 8 * 8, background is a much bigger 16 * 16 allowing for more complex images.
Spoiler (click to show/hide)
I think I have done well so far getting a nice gothic look for this one. Still working on the various statues to fit in the middle.

professorlamp

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Re: FeyScape
« Reply #79 on: March 08, 2013, 09:18:15 pm »

I'm getting a 'Lemmings' vibe from that background, I like it! :D
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Max White

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Re: FeyScape
« Reply #80 on: March 09, 2013, 12:31:16 am »

Thanks! I was kind of using Sonic 3 as a guide, as it does what I'm hoping for very well. Backgrounds take some effort to get right, but they make for a nice atmosphere.
I'm going to have levels of parallax, so I need multiple different backgrounds to slide. Recently I finished the dark outside background for the tar swamp, with its five layers.
Spoiler (click to show/hide)

Not all backgrounds are going to be so dark and gloomy, I'm just doing them because they are the easiest. Brighter = more viable detail. With these I can just use shadows to get what I want.

Lectorog

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Re: FeyScape
« Reply #81 on: March 09, 2013, 11:57:07 am »

I very much like the look of this.

Level systems do add a level of entertainment, and the customization can be quite enjoyable. But overall, I do agree that it could be better without one.
So far this is reminding me a lot of Treasure Adventure Game. (Obviously quite different, just reminding. In a good way. It's a good game.)
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miauw62

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Re: FeyScape
« Reply #82 on: March 09, 2013, 12:12:25 pm »

Yeah, that tar swamp looks really, really nice.
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Max White

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Re: FeyScape
« Reply #83 on: April 07, 2013, 05:54:10 am »

Did I mention that I will be able to make lighting a lot better now? Well that leads to interesting choices that must be made, like how to light certain things. Hot liquids, like magma, for example. Should I have them glow or not? Not sure... Any opinions?

Spoiler: Without Magma glowing (click to show/hide)
Spoiler: With Magma glowing (click to show/hide)

Lectorog

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Re: FeyScape
« Reply #84 on: April 07, 2013, 12:34:03 pm »

Definitely better glowing. It looks boring when it's not; more like sand than molten stone. Real-life lava/magma glows too, of course.
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professorlamp

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Re: FeyScape
« Reply #85 on: April 07, 2013, 06:46:15 pm »

Agreed, it should glow but maybe tone it down a bit?
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Rexfelum

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Re: FeyScape
« Reply #86 on: April 07, 2013, 11:45:37 pm »

Consider this a second vote for "yes, but perhaps tone it down a bit."

Also, this project still looks fun and I've liked each of your art updates.

--Rexfelum
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Reudh

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Re: FeyScape
« Reply #87 on: April 08, 2013, 11:58:56 pm »

The light from the magma/lava should diffuse upwards a bit, but otherwise I reckon this is great.
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