My game production has been a bit slow lately. ( You might not have noticed...) This is because I've been finishing up summer classes AND getting ready for my week long trip to Gen-Con. Game development progress will be on hold during the convention, but I'll still be online from time to time, perhaps uploading pictures from the convention.
Tim-Tim's Tower is really close to being completed, I hate that it fell behind schedule so bad. (This was suppose to be a quick game.) The boss monsters all turned out to be really buggy and all had to be done completely over. (The necromancers are giving me the biggest headache. darn necromancers)
I feel like revealing a bit about this game today.
So this game is going to have randomly generated levels. The main goal is to reach the end ( a ladder ) of each level. After every 5 levels ( or so ) the level design changes as do the monsters that in habit them. There are 5 types of levels in all, making 25 levels in total. (This part of the game is complete and working great.) The different level designs all host their own boss monsters. These are rarely spawned monsters that could end up being spawned more than once on each level. They all have their own actions, and they all drop their own spell the first time you kill one of them (well almost all of them do so far anyways). Through Tim-Tim's travels of the levels, he'll come across barrels. These can be broken to reveal items, clear a path, or just for fun. Spells scrolls are the only item that doesn't drop from barrels, otherwise all Tim-Tim's health points, mana points and health/mana contains are found in these barrels. Tim-Tim's spells all use a different key like in
Tim-Tim "The Mighty Gnome". Hopefully the player won't be overwhelmed because of this.
That's about it. Thanks for reading.
Hey, it's spoonweaver!
I've been slacking. I basically haven't worked on any of my projects all month. I think I overwhelmed myself. I do that sometimes.
Anyways, I'm planning on popping out Tim-Tim's Tower soon. I had been trying to think up new and exciting things to add to it, but I think I'm just going to leave it simple and sweet. I'm going to script the last 2 bosses and finish the spells. Then I shall move on.
Look for Tim-Tim's Tower, soonish.
I've been slacking. I basically haven't worked on any of my projects all month. I think I overwhelmed myself. I do that sometimes.
Anyways, I'm planning on popping out Tim-Tim's Tower soon. I had been trying to think up new and exciting things to add to it, but I think I'm just going to leave it simple and sweet. I'm going to script the last 2 bosses and finish the spells. Then I shall move on.
Look for Tim-Tim's Tower, soonish.
Tim-Tim's Tower is haunting me. I started it as a side project and it has since, over-taken all my free time.
I feel bored with it, and see some limitations to the design that I dislike. This coupled with the mass of game breaking bugs that I've been sorting through have really spoiled the whole game for me.
In short, the little game that could is coming along at a very slow rate. What started as a quick 30-45 minute game has become a long drawn out 25 level grinder.
I'm planning to launch with some bugs. I may or may not ever fix them. Some of them are either too small, that no one will likely notice them but me or too much a part of the core design that fixing them would be a massive headache.
I only have to finish up a few enemy A.I.'s, 1 spell, the store, some of the menus, and make a flashy end to the game. Then, I'll be done and I can get back to work on my Heart of the OHR Contest entry.
I hope Tim-Tim's Tower is enjoyed by at least some of you.
I feel bored with it, and see some limitations to the design that I dislike. This coupled with the mass of game breaking bugs that I've been sorting through have really spoiled the whole game for me.
In short, the little game that could is coming along at a very slow rate. What started as a quick 30-45 minute game has become a long drawn out 25 level grinder.
I'm planning to launch with some bugs. I may or may not ever fix them. Some of them are either too small, that no one will likely notice them but me or too much a part of the core design that fixing them would be a massive headache.
I only have to finish up a few enemy A.I.'s, 1 spell, the store, some of the menus, and make a flashy end to the game. Then, I'll be done and I can get back to work on my Heart of the OHR Contest entry.
I hope Tim-Tim's Tower is enjoyed by at least some of you.
HALO!!!
...among other things, is the reason for the delay in my game development.
It's getting there though. I've just finished work on Tim-Tim's Tower's Shop system that can be accessed through the [esc] menu.
You can see a list of spells there and some magic and health altering items. Yay.
The spells are all working and the boss monsters are more than underway. hopefully my next update will be a release update, but no promises.
...among other things, is the reason for the delay in my game development.
It's getting there though. I've just finished work on Tim-Tim's Tower's Shop system that can be accessed through the [esc] menu.
You can see a list of spells there and some magic and health altering items. Yay.
The spells are all working and the boss monsters are more than underway. hopefully my next update will be a release update, but no promises.
LAUNCHASAURUS-REX!
Decided to launch early and use you guys to test Tim-Tim's Tower instead of doing it myself! Hurray!
Oh, hey. Check it out. My next post WAS a release post.
heh...
POST BUGS HERE, lest they be ignored forever.
Instead of put off forever...
Update: Ooops... I forgot to enable the save/load modes and the store was all mixed up. Fixed now.
Decided to launch early and use you guys to test Tim-Tim's Tower instead of doing it myself! Hurray!
Oh, hey. Check it out. My next post WAS a release post.
heh...
POST BUGS HERE, lest they be ignored forever.
Instead of put off forever...
Update: Ooops... I forgot to enable the save/load modes and the store was all mixed up. Fixed now.
Spoonweaver wrote:
Tim-Tim's Tower
Updated: 10/03/2010
-Unstacked snakes
-Disentigrate Spell now available for real
-Monsters Drop gold
-Knife misses less
-Fixed saving/menu problems
-controls posted when starting a new game
-enemies start under/next to you less
Updated: 10/03/2010
-Unstacked snakes
-Disentigrate Spell now available for real
-Monsters Drop gold
-Knife misses less
-Fixed saving/menu problems
-controls posted when starting a new game
-enemies start under/next to you less
Thank you, I'm really happy you did this.
Super Walrus Land: Mouth Words Edition
With the successful launch of Tim-Tim's Tower, and the following update behind me, I'm able to turn to my HotOHR contest entry...
This is Legendary Heroes.
It's a remake of the first game I ever made with the OHR back when I was in middle school. That game was tragically erased, but it will live again, and thanks to my years of game making, it'll be better than it ever was.
I plan to have a working demo up and running before the end of the contest. It'll hopefully include a unique experience for everyone that plays it. I hope you'll all enjoy it.
This is Legendary Heroes.
It's a remake of the first game I ever made with the OHR back when I was in middle school. That game was tragically erased, but it will live again, and thanks to my years of game making, it'll be better than it ever was.
I plan to have a working demo up and running before the end of the contest. It'll hopefully include a unique experience for everyone that plays it. I hope you'll all enjoy it.
I hate to pull a Rya here, but 5 hp??
(edit) that palette is quite nice, though
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
(edit) that palette is quite nice, though
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks



