Fun Stuff > CLIKC
I've been developing an iPhone game!
est:
That's ok Joe, I'm just being dumb. Just excited for you is all. Pretty envious, as I've been wanting to make a game for a while, but know I would have to put a fair bit of effort in, seeing as I theoretically know programming principles but don't have any programming experience.
ITT: est lives vicariously through Joe's efforts.
jhocking:
If you want to see the development process here's the worklog I've been keeping:
http://www.blitzmax.com/logs/userlog.php?log=1748&user=3087
est:
One thing I didn't realise until just now when I looked at the worklog - the wizard shoots fire! So are some things gonna be more susceptible to fire and some stronger that need to be attacked physically by the dwarf?
Another thing that the pixie could do is charm some weak-minded creatures. Like, she blows them a kiss and they do stuff for you for a certain amount of time. Would open up a whole bunch of other utility you could use in certain maps.
jhocking:
I have thought about a charm ability before, but I was imagining it as another spell for the wizard. The idea of giving the pixie a charm ability is very interesting; if playtesters don't think she gets used enough then I might give her a charm ability, but really I'm not too concerned about that since she can fly and nobody else can. I'm more concerned about giving the wizard enough things to do.
The trouble was I had a hard time imagining any reason to use a charmed creature rather than simply do whatever it is yourself. One reason would be to travel in very dangerous areas so you don't risk hurting one of your 3 characters, but that alone doesn't seem like enough reason. Your reference to weak-minded creatures however gave me another idea: maybe some levels will have small tunnels that only the bugs can go through. hm...
Oh as far as the magic blasts, I do plan to have a few enemies in the harder/later levels that are invulnerable to one kind of attack, but most enemies are going to be equally vulnerable to either. The choice of how to engage enemies will be based on more subtle differences (which I have to see if playtesters pick up on) like magic attacks take longer than physical attacks.
jhocking:
I'm rather frustrated that, for various reasons, I've accomplished considerably less by now than I was initially hoping/planning. Still, I am still chugging away at this, and it's really coming together.
Some of those reasons were more or less out of my hands. I'm at the hardest point in development though, the gap between the fun work of implementing new features and the final sprint to the finish. Working on new features is easy to get motivated for, and when the finish is in sight it's easy to find the energy for those final steps, but right now I'm in the demoralizing grind of just churning out level after level over and over. I'm a bit embarrassed to say but while I'm in the grind I can have an entire week go by without ever feeling motivated enough to work on the game.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version