Fun Stuff > CLIKC
I've been developing an iPhone game!
jhocking:
oh wait do you work for Apple on the SDK? Neat; the only place I use CoreFoundation is calling CFAbsoluteTimeGetCurrent() for the game timing, but I'm far from finished with everything in the code so who knows.
jhocking:
Just updated the video in the first post. The visuals are much higher quality, and I've added block pushing.
est:
Good idea having another thing for the dwarf to specialise in, makes the workload between characters a bit more balanced. I like the idea of block-pushing problems, and having say the wizard read instructions while the dwarf pushes a block to a certain spot then the pixie does something else, then ... (etc)
Hey one thing that Han asked me about this the other day - how are you handling moving the individual characters? Is it always going to be a case of moving each of them individually, or can you trigger a thing where you move one and the other two (or whoever is nearby) tag along? It might get annoying having to do three movement commands over and over unless each movement has a specific purpose.
jhocking:
That is a great suggestion I hadn't thought of. You would still only fully control one character (ie. attacks, reading text, etc.) but the other two could just walk beside you. I figure what I'll do is implement multiple character movement and then simply not tell my first playtesters to see if anyone requests it.
ADDITION: Thanks again for the suggestion! I added a button so the active character can tell nearby characters to follow them. Watching them move as a group is pretty cool.
snalin:
Since you have that feature, you should probably design puzzles to force players to separate the characters, since that's the whole point of having more than one. But I guess you've figured that out already.
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