Genji: That looks slick! Perhaps you could mark onscreen targeted enemies with a contrasting colored outline?
bumpkin: I think long development periods can put quite a stain on your ability to get things done.
Working on my own on Quark Storm has been quite a ride, with lots of moments where I was unable to get many things done and started wondering if I should've just dropped it and begun on something new.
Once I finally began to speak up and make the game's development public, however, not only did I get words of encouragement from people who like what I was working on, but I also commited to that people. It felt awesome seeing them playing and enjoying something I made, and was a great positive feedback loop to make me push onwards. Before I was doing Quark Storm for myself, but now I can't let them down!
Ashodin: If you're copy-pasting code often, you should consider making a more robust implementation; for example, interfaces or an abstract "power" class which each power inherits and implements its own way.
Projectile-firing powers could also have a base implementation, with variables such as projectile type, speed, graphics and whether they're shot constantly as long as you hold the button down (with a variable to control how long it takes between shots, of course!) or a single shot per button press. Things like this will save you a lot of time in the long run with minimum ammounts of planning required so you know what kinds of variables you want your base clases to have.
That rogue concept is making me want to boot up GameMaker once again to build something. Pixel art like that would be hard to implement in Unity without specialized add-ons.
I'd love to see a sidescroller that looked like that, but the sprites got me thinking on a local co-op roguelike:
- Semi turn-based gameplay
- All characters and objects (yes, even projectiles) have an "action bar" that fills up over time
- When the action bar's full, the character does whichever action was buffered last
- Actions would include:
- Standing still
- Moving to an adjacent tile
- Using an item (out of one or two slots, since it'd be hard to look through a menu in time)
- Weapon attack (can be directed)
- Cast magic (can be directed)
- Use object? (could be simplified to merely stepping on the object's tile)
I guess that could've been done before, but it got me really interested. Having several people playing at once would lead to hilarious situations, such as a fast acting player beating the rest to the loot, or having to coordinate movement to make sure they don't block each other's paths or projectiles.
God, I can't stop thinking about this, I love the concept too much! I must resist the temptation and get back to finishing level 1-3 for Quark Storm! D: