Strife Posted November 15, 2011 Author Report Share Posted November 15, 2011 Time for an art dump. Larger concept art of the character at the beginning of the video I posted. One of the easier bosses. Three more character designs - two heroes and one villainess. A logo idea I had earlier today. Could use a bit of polish, but I think the font works pretty well. Link to comment Share on other sites More sharing options...
P3DR0 Posted November 16, 2011 Report Share Posted November 16, 2011 The logo looks pretty neat. If I may suggest something... I would suggest this. A small gradient on the "planet" going to a light-purple color, and edit the "P" ending on the top of it and the thickness of the line on the planet to give the idea of it blending together. Also add the same "blue shadow" on the planet. Sorry about the bad editing, made on paint. :V Also for the snake-boss, a lil bit of texture on it wouldn't be bad, you know to give the impression of snake' skins. Link to comment Share on other sites More sharing options...
Strife Posted November 16, 2011 Author Report Share Posted November 16, 2011 That's a good suggestion. It does make it look more unified. As for the snake character, he's actually supposed to be a slug. xD; Then again, I could use some detail down there to balance out the heavy armor on the top. EDIT: Okay, Take 2 for the logo... Link to comment Share on other sites More sharing options...
P3DR0 Posted November 16, 2011 Report Share Posted November 16, 2011 10/10 Magnific! :3 Link to comment Share on other sites More sharing options...
BlazefireLP Posted November 17, 2011 Report Share Posted November 17, 2011 Strife, that is so BAD ASS! Link to comment Share on other sites More sharing options...
Strife Posted November 18, 2011 Author Report Share Posted November 18, 2011 Thanks! It was partly inspired by the NiGHTS logo. Dragon Valley Act 2 is almost done; I just need to make sure it's long enough and then program the boss fight. I can't wait to start working on the next zone, Relic Maze, because a lot of the gimmick and enemy ideas I had for DV were scrapped because I think they'd fit much better in RM. xD On a personal note, I'm fascinated by how much a video game stage can come to life when you allow non-player entities to interact with the environment in a similar way as the player. While working on DV, I had the random idea of allowing enemies to collect crystals and rings like the player can, after which they drop them when they're destroyed. Enemies can now also break item monitors and interact with specific gimmicks such as springs and water. I think this opens up the door to a whole new set of interesting challenges for the player - Imagine running into an enemy that immediately busts open a shield monitor behind them before attacking, or worse yet, an invincibility monitor. xD Link to comment Share on other sites More sharing options...
ECLIPSc70 Posted November 18, 2011 Report Share Posted November 18, 2011 *reads above post* Now I find myself impatiently awating updates on this project... Dammnit Strife! Look what you've done. I really like the little touch you said you added to the enemies. Not to sound like a bitter but do you mind if I play around with the idea for one of my projects? Link to comment Share on other sites More sharing options...
Strife Posted November 18, 2011 Author Report Share Posted November 18, 2011 Hey, I don't own the concept. xD Go right ahead. I actually think it's pretty cool that others are trying out my ideas. Link to comment Share on other sites More sharing options...
Kessler12 Posted November 19, 2011 Report Share Posted November 19, 2011 On a personal note, I'm fascinated by how much a video game stage can come to life when you allow non-player entities to interact with the environment in a similar way as the player. While working on DV, I had the random idea of allowing enemies to collect crystals and rings like the player can, after which they drop them when they're destroyed. Enemies can now also break item monitors and interact with specific gimmicks such as springs and water.I think this opens up the door to a whole new set of interesting challenges for the player - Imagine running into an enemy that immediately busts open a shield monitor behind them before attacking, or worse yet, an invincibility monitor. xD Darn it, you beat me to it! Oh well. I was thinking something like that for an inde game we [K-Tech studios] was working on. Link to comment Share on other sites More sharing options...
Hypersonic645 Posted November 19, 2011 Report Share Posted November 19, 2011 Heh, the enemy concept was actually used before, in a official game. A game called Gimmick!/Mr.Gimmick for the NES by Sunsoft. Enemies can interact with the physics of the game and could make mistakes just like the player can. It's hard to explain, so I'll put a video here. Link to comment Share on other sites More sharing options...
Strife Posted December 2, 2011 Author Report Share Posted December 2, 2011 I've got Dragon Valley's boss pretty much finished, aside from bug fixes. I don't know if it's my perfectionism kicking into high gear, but I'm really not satisfied with the way he turned out. He just feels like more of a chore to fight than anything because of how much the player needs to rely on their momentum in order to reach him, which is something I don't count on the player mastering until the later stages of the game. The boss currently flip-flops between the upper platform and the ground, and the player must build up their momentum a bit in order to reach the top level of the arena. I thought it was a pretty novel idea, but in practice, it's not as fun as I had hoped. What I could do, actually, is remove the center piece entirely so that the player never needs to leave ground level in order to attack the boss. Then I could give the boss some sort of weakness that involves building up enough momentum to run up the wall and across the ceiling, so that players who do try it can potentially destroy him in a shorter amount of time. Link to comment Share on other sites More sharing options...
ECLIPSc70 Posted December 3, 2011 Report Share Posted December 3, 2011 you can switch the two bottom quarterpipes and make them slopes so that you can use that charge move your character has to bounce up. The flow of the boss wont be killed if you take advantage of that. Link to comment Share on other sites More sharing options...
Strife Posted December 11, 2011 Author Report Share Posted December 11, 2011 Dragon Valley is now complete. One zone down, four more to go. Next up is Relic Maze. I've been whittling away at Act 1's graphics. I really want to get some tall trees into that background to contrast with the sunset, and to make it feel less like DV's background. I haven't made any gimicks yet, but I know exactly what I want to build; A lot of my scrapped ideas for DV will be used here. Link to comment Share on other sites More sharing options...
VirtAnderson Posted December 11, 2011 Report Share Posted December 11, 2011 That looks beautiful! Nice job, Strife. Link to comment Share on other sites More sharing options...
Strife Posted December 14, 2011 Author Report Share Posted December 14, 2011 Thanks. http://www.youtube.com/watch?v=VR1DkC6RQAQ New beta video of Dragon Valley. This is a full playthrough with both acts. The only thing that's left to do, really, is replace the Robotnik signpost. The video also shows something odd that happens when I push blocks/logs while the game is lagging - for some reason, pushable objects move far slower than they should during lag, but if there's no lag, they move just fine (1 pixel per frame). I honestly have no idea why it's doing this unless it has something to do with the Value-Add object, but in any case, it's quite bothersome and could potentially mess up speedruns. Link to comment Share on other sites More sharing options...
Sparks Posted December 14, 2011 Report Share Posted December 14, 2011 How did the transition to Act 2 work? Is it all one big level map or does it actually load the next level? Link to comment Share on other sites More sharing options...
FanGameRevolver Posted December 14, 2011 Report Share Posted December 14, 2011 Oh my god, why must you toy with me strife. I want this game, right now. Link to comment Share on other sites More sharing options...
DimensionWarped Posted December 15, 2011 Report Share Posted December 15, 2011 Oh wow, that's actually quite impressive. Caught me off guard. Link to comment Share on other sites More sharing options...
Kessler12 Posted December 15, 2011 Report Share Posted December 15, 2011 How did you manage to think of all those pretty gimmicks! Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted December 15, 2011 Report Share Posted December 15, 2011 Dear lord, this is amazing. Link to comment Share on other sites More sharing options...
Hybrid35 Posted December 15, 2011 Report Share Posted December 15, 2011 I see you changed the intro cutscene a bit. Loved this. Link to comment Share on other sites More sharing options...
Strife Posted December 15, 2011 Author Report Share Posted December 15, 2011 Thanks everyone! =D Good to know that this game is going in the right direction. How did the transition to Act 2 work? Is it all one big level map or does it actually load the next level? Each zone is composed of 3 frames. The middle frame contains both the end of Act 1 and the beginning of Act 2, such that when the boss is defeated, the gameplay picks up right after the fight ala Sonic 3. The downside is that I have to copy and paste code to more frames than normal, but I think it's a fair trade in order to keep the game running smoothly. Link to comment Share on other sites More sharing options...
Rawr Posted December 15, 2011 Report Share Posted December 15, 2011 This looks like a lot of fun. Great job man! Link to comment Share on other sites More sharing options...
Djawed Posted December 15, 2011 Report Share Posted December 15, 2011 Holy $hi!... wow... Reeaally amazing work strife. I love how the background for act 2 is distinct to act 1's with the sea surrounded with green. What would be neat is if the water animated a little bit. I was kind of imagining it unconsiously while watching the video. I loved that explosion effect at the boss. Made the whole thing million times more epic. That is some professional work there strife. I want this:thumbup: Link to comment Share on other sites More sharing options...
FanGameRevolver Posted December 15, 2011 Report Share Posted December 15, 2011 Also wanted to point out that I had been humming the theme to act one all day yesterday,...and I was totally ok with that. Link to comment Share on other sites More sharing options...
Recommended Posts