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Author Topic: Let's Dev! - Experiment  (Read 4386 times)

Biag

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Let's Dev! - Experiment
« on: May 28, 2011, 05:10:35 pm »

So this is kind of like an interaction-heavy Let's Play, except that instead of playing a game, I'm making one. You guys tell me what to put in, and I will do my best to appease you!

This is the game in its current state:



Fire away!
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Darvi

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Re: Let's Dev! - Experiment
« Reply #1 on: May 28, 2011, 05:12:23 pm »

Make a stickman as a character. Over the game he can collect new sprites which he can turn into.
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alfie275

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Re: Let's Dev! - Experiment
« Reply #2 on: May 28, 2011, 05:40:05 pm »

Instead of levelling normally, eg 1 2 3 4 5, you should level in a fibonacci sequence, eg 1 2 3 5 8 13 21
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freeformschooler

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Re: Let's Dev! - Experiment
« Reply #4 on: May 28, 2011, 06:35:32 pm »

A long windy corridor for the character to stand in.
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Rumrusher

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Re: Let's Dev! - Experiment
« Reply #5 on: May 28, 2011, 07:14:40 pm »

have a dating system place in so you can keep track of the ingame date.
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breadbocks

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Re: Let's Dev! - Experiment
« Reply #6 on: May 28, 2011, 09:02:56 pm »

An option to disable some frivolous features.
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Max White

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Re: Let's Dev! - Experiment
« Reply #7 on: May 28, 2011, 09:05:17 pm »

An option to disable the option to disable the frivolous features.

Euld

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Re: Let's Dev! - Experiment
« Reply #8 on: May 28, 2011, 10:50:30 pm »

Genre: Platformer, Adventure, Fantasy

Story: Warlock captures princess for virgin sacrifice to summon all powerful magics.  Player controls hero to platform, fight, and level up through a reasonable amount of levels to find warlock and slay him.

Gameplay: think Super Smash Bros.  Fluid and fast.  Include an air jump, four special attacks, basic attacks in four different directions, and chargeable strong attacks in the same four directions.  Player can play as a wizard, swordsman, or archer.  Gain experience per enemy kill to strengthen attacks, player chooses which attacks (special, basic, strong) get buffed.  Player can also choose to level up health, speed, and armor.  Players don't take damage from physical contact with enemies unless it makes sense, like if said enemy is on fire.  So no "edge guarding" by monsters 'n such.

Neonivek

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Re: Let's Dev! - Experiment
« Reply #9 on: May 28, 2011, 11:23:24 pm »

have a dating system place in so you can keep track of the ingame date.

And a Dating system so you can keep track of your dates.

Also their love should give you strength.
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Max White

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Re: Let's Dev! - Experiment
« Reply #10 on: May 29, 2011, 12:12:10 am »

Hell yea Japanese style Dating Sim + Any other genera ever, especially RTS.

noah22223

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Re: Let's Dev! - Experiment
« Reply #11 on: May 29, 2011, 12:14:56 am »

Throw in a castle on the left and right.
Omfg.
I had a brainsucess.
Throw in a town.
Add a zombie enemy.
« Last Edit: May 29, 2011, 12:20:58 am by noah22223 »
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Neonivek

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Re: Let's Dev! - Experiment
« Reply #12 on: May 29, 2011, 12:48:44 am »

Goodness when is Biag gonna stop us?

Also the dating game should have Rivals who show up to try to make your date like them instead. When that happens you have to prove your the supperior date. This COULD mean a fight but it usually means doing the date better.

Also the last boss should be a date option and the only way to fight the Boss' ultimate form (and get the best "Everyone wins" ending)
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Biag

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Re: Let's Dev! - Experiment
« Reply #13 on: May 29, 2011, 01:23:23 am »

Oh dear god what have I done.

Poll: should I keep trying to do this in Python (slow, more control) or switch to Game Maker (supposedly faster, finicky)?
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Neonivek

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Re: Let's Dev! - Experiment
« Reply #14 on: May 29, 2011, 01:26:12 am »

That seems a LOT like a question you should answer for yourself Biag.

I have no problem with getting the game slower.

Also when you beat a Guy rival you can go on a "Guy Date" with them later where you try to become their best friend.

Their friendship should also give you strength but in a different way then the girls.

Unless someone suggests a gender option.
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