It’s a slightly obscure screen naming tradition that I can only recall from the game Deadly Rooms of Death, but I have little doubt that our host could produce a much earlier instantiation.
In addition to the Backwards mode that you tend to include in your games, you should also consider also a mode which tilts the entire game world 90 degrees.
bennet, 90 degree mode is a fucking awesome idea, but working on a single-screen game myself makes it kind of apparent that the levels are likely of fixed width/height in tiles, and it would be tough for the designer to accommodate for that throughout.
god knows what i was thinking picking a palette of reds and browns for a game set at the bottom of the ocean, though
i really like what s.o.s. is doing but it proves how difficult it is to design for different degrees of rotation simultaneously. the game is mostly empty rooms, which is plausible considering the setting. in fact, their emptiness probably makes the setting more believable.
17 comments
Just curious, but what do your the titles “five right, eight down” and such even mean?
Just curious, but what do your the titles “five right, eight down” and such even mean?
It’s probably how many screens from the start position (the spaceship?)
It’s a slightly obscure screen naming tradition that I can only recall from the game Deadly Rooms of Death, but I have little doubt that our host could produce a much earlier instantiation.
In addition to the Backwards mode that you tend to include in your games, you should also consider also a mode which tilts the entire game world 90 degrees.
I’m enjoying the classic look of the gradient backgrounds but wishing you’d go for something a little more colourful.
bennet, 90 degree mode is a fucking awesome idea, but working on a single-screen game myself makes it kind of apparent that the levels are likely of fixed width/height in tiles, and it would be tough for the designer to accommodate for that throughout.
on a tangent, check this out: http://www.youtube.com/watch?v=fsaw-w3dB0M#t=2m14s
erm, that was meant for L i guess.
and i disagree with bennett, i love the simple palette.
god knows what i was thinking picking a palette of reds and browns for a game set at the bottom of the ocean, though
i really like what s.o.s. is doing but it proves how difficult it is to design for different degrees of rotation simultaneously. the game is mostly empty rooms, which is plausible considering the setting. in fact, their emptiness probably makes the setting more believable.
Maybe you could nix the bubbles and say it’s Mars? ;)
Bottom of the ocean? shyeah.
Almost looks like a remake of that game from that level design lesson.
I think this looks awesome!
Awesome. This looks like it’s coming along swimmingly.
If you made some proper pixeled backgrounds the graphics would improve a lot.
do you have an eta this game? i’m getting more and more excited with every screen
i hope to have the game done by my birthday (february 28th), but it’ll be out when i find a sponsor.
post a comment