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Metal King Slime
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 PostSat Feb 28, 2015 5:53 pm
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The Wobbler wrote:
Death draws near!! I won't be around to check this thread until Sunday night so do what you want and just lie about when you release stuff 🐍


Just like I was gonna do anyway >:3
Liquid Metal Slime
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 PostSat Feb 28, 2015 10:49 pm
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Well I've done mostly everything, except make my game into a game. So right now it's just a... hmm... I don't know what to call it. Cannon simulator?

Pirates.
My pronouns are they/them
Ps. I love my wife
Metal Slime
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 PostSun Mar 01, 2015 3:13 am
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Won't actually be entering since when I sat down to work on my idea I wasn't actually having fun making it. But hopefully I scared an extra day of labor into ol' Giz.
Metal King Slime
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 PostSun Mar 01, 2015 4:01 am
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SDHawk wrote:
Won't actually be entering since when I sat down to work on my idea I wasn't actually having fun making it. But hopefully I scared an extra day of labor into ol' Giz.


Well, if you're not entering maybe I won't enter. And it's too late for anyone else to step in and finish the ideas. Congratulations Hawk, maybe you killed the contest.
Super Slime
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 PostSun Mar 01, 2015 5:00 am
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Not while I'm around.

Despite my disappointments with how this game turned out (notably, I aimed to create a noodle dating sim and ended up creating a dating sim with noodles), there are a few things I really like about this game:
  • The first two minutes of the game are exactly what I wanted.
  • The music selection is really excellent.
  • I really like the script that the game uses to turn a text box into a menu, as well as the system used to display conversations. If anyone wants to make some OHR visual novels, I'm happy to share the scripts.


Alas, I have hardly tested this game at all. It should be possible to play to completion, but I can't promise that.

If you have never played a dating sim before, then you should know that they tend to be grindy affairs. You should expect to have to raise your stats quite a bit before the game ends, especially depending on your choice of noodle. This game differs from most dating sims in that you are encouraged to become friends with all of the potentials rather than ignoring everyone but the one you want.

Explicit Mechanics
  • Each of the noodles has a stat that they prefer. There's no stat requirement for getting them on a date (which requires only a good Friendship score and a positive Romance score), but to get them to go steady and especially to win the game, you will need to get that stat as high as possible. In addition to the three main stats, there are noodles who want you to have lots of money (meaning cash on hand plus total value of gifts received) and lots of Friendship with the other noodles.
  • To win the game, you need to make a noodle your girlfriend and then proclaim your love to her. Both actions can only be performed after a date. For those to succeed, you need to pass three checks: first, a stat check (as described above); second, a Romance check; third, a check for how well that date went (the combined Romance bonus from the date and all gifts given after the date).
  • Outfits are very important. Each outfit (except pajamas and the police uniform) gives a bonus to training/working at one of the locations, and each outfit except the uniform causes the noodles to think one of your stats is higher than it actually is. The pajamas give a bonus to resting.
  • Training is less effective as your stats increase. After a certain point, you'll get better stat boosts from just working.


You can't actually lose the game if you're not in Challenge mode, so even if you're completely clueless, you should be able to fumble through the game after enough time.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Metal King Slime
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 PostSun Mar 01, 2015 6:56 am
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Mogri wrote:
Not while I'm around.

Despite my disappointments with how this game turned out (notably, I aimed to create a noodle dating sim and ended up creating a dating sim with noodles), there are a few things I really like about this game:
  • The first two minutes of the game are exactly what I wanted.
  • The music selection is really excellent.
  • I really like the script that the game uses to turn a text box into a menu, as well as the system used to display conversations. If anyone wants to make some OHR visual novels, I'm happy to share the scripts.


Alas, I have hardly tested this game at all. It should be possible to play to completion, but I can't promise that.

If you have never played a dating sim before, then you should know that they tend to be grindy affairs. You should expect to have to raise your stats quite a bit before the game ends, especially depending on your choice of noodle. This game differs from most dating sims in that you are encouraged to become friends with all of the potentials rather than ignoring everyone but the one you want.

Explicit Mechanics
  • Each of the noodles has a stat that they prefer. There's no stat requirement for getting them on a date (which requires only a good Friendship score and a positive Romance score), but to get them to go steady and especially to win the game, you will need to get that stat as high as possible. In addition to the three main stats, there are noodles who want you to have lots of money (meaning cash on hand plus total value of gifts received) and lots of Friendship with the other noodles.
  • To win the game, you need to make a noodle your girlfriend and then proclaim your love to her. Both actions can only be performed after a date. For those to succeed, you need to pass three checks: first, a stat check (as described above); second, a Romance check; third, a check for how well that date went (the combined Romance bonus from the date and all gifts given after the date).
  • Outfits are very important. Each outfit (except pajamas and the police uniform) gives a bonus to training/working at one of the locations, and each outfit except the uniform causes the noodles to think one of your stats is higher than it actually is. The pajamas give a bonus to resting.
  • Training is less effective as your stats increase. After a certain point, you'll get better stat boosts from just working.


You can't actually lose the game if you're not in Challenge mode, so even if you're completely clueless, you should be able to fumble through the game after enough time.


Glad to see someone's entering and your game sounds like a lot of fun! You're putting me in a tight spot though. My *ENGINE* is complete. All my enemies work the way I drew 'em up, I got all the polish features I wanted in. However, due to real life issues and procrastination (Typical contest bullshit) I didn't get any level design done yet and I'm afraid that'll take me a few more hours, possibly all day, POSSIBLY even longer.

So far things that are missing:

A) Any kind of objective

B) Any kind of progress

C) Any kind of challenge

Basically everything that makes it a game. I'm probably going to release anyway, just so that anyone who's curious can see the parts that I did in the contest timeframe. Fair warning that it isn't a game yet, merely a tech demo. If you wanna see the game, you're gonna have to wait a bit longer and for that I'm sorry.
Metal King Slime
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 PostSun Mar 01, 2015 7:56 am
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Promise kept! As much shit as I talk about it in the description, it's actually not too bad. Doubly so if you consider the shape it was in this time twenty four hours ago! Hopefully I'll be able to polish it more before Surlaw shows up tomorrow, but if not it was good competing with you fellows and I hope to expand on this further later.
Metal King Slime
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 PostSun Mar 01, 2015 3:18 pm
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Two-minute reviews!

Gun pigs:
Classic sheamkennedy aesthetic. But I couldn't really play it alone and see how it is. I'm not really sure how you're meant to dodge anything though, other than stepping off your side (which is penalty free). Took me a while to realise that this has tile-base movement, but I guess that works out fine.

Who left all these clowns here:
Two words: melted clowns. Melting a clown can be fun. Well, what more can I say, seeing as that Giz will surely be uploading a definitive version some time today. Which would make my review null and void.

I'm sure Noodle Within is far more substantive than the other two, so it doesn't qualify for a two minute review. But judging by the screenshots, it didn't get the memo about the 'shooter' theme.
Super Slime
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 PostSun Mar 01, 2015 6:06 pm
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TMC wrote:
I'm sure Noodle Within is far more substantive than the other two, so it doesn't qualify for a two minute review. But judging by the screenshots, it didn't get the memo about the 'shooter' theme.


You had me worried that I missed a rule here.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Metal King Slime
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 PostSun Mar 01, 2015 7:01 pm
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TMC wrote:
Giz will surely be uploading a definitive version some time today. Which would make my review null and void.


Don't bet on it!
Liquid Metal Slime
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 PostSun Mar 01, 2015 7:43 pm
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Mogri wrote:
TMC wrote:
I'm sure Noodle Within is far more substantive than the other two, so it doesn't qualify for a two minute review. But judging by the screenshots, it didn't get the memo about the 'shooter' theme.


You had me worried that I missed a rule here.


Hmm, maybe I should start my own contest which is strictly shooter themed. Since it's a little more advanced on the coding side of things I think the time period may have to be fairly long though.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
Liquid Metal Slime
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 PostSun Mar 01, 2015 8:03 pm
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TMC wrote:
Gun pigs:
Classic sheamkennedy aesthetic. But I couldn't really play it alone and see how it is. I'm not really sure how you're meant to dodge anything though, other than stepping off your side (which is penalty free). Took me a while to realise that this has tile-base movement, but I guess that works out fine.


Thanks! I really wanted to make it pixel-based movement, it just seemed like it may be time consuming and a bit beyond my skill for a tight deadline. I guess I could add in light gridlines to the court to make it more obvious.

In the future I will make a penalty for out of bounds but not in time for the contest. I'm thinking loss of a point?

If you do find a partner to play with then you'll see how dodging is fairly reasonable. The shots are parented to the player thus they will curve based on how the player moves adding a bit of skill to dodging and shooting. The hitboxes are actually significantly smaller than the characters and aligned with the bulk of their bodies thus is the shot glides past their legs or top portion of their head it will not hurt them.

I really want to buy some cheap usb controllers and rig this up to my TV via HDMI. Would be fun to play on an actual controller and big screen I think.
⊕ P E R S O N A L M U S I C: https://open.spotify.com/album/6fEo3fCm5C3XhtFRflfANr
⍠ C O L L A B M U S I C: https://dustpuppets.bandcamp.com/releases
A Scrambled Egg
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 PostMon Mar 02, 2015 3:50 am
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I'm still not around to download these so you bozos have until some undisclosed time Monday for any updates/new releases. Four out of fifteen people turned something in, that's better than average for an OHR contest! Honk honk.
Super Walrus Land: Mouth Words Edition
Liquid Metal Slime
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 PostMon Mar 02, 2015 3:57 am
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No no hold on give me a second. I'm just fixing a.... bug. Yeah, that's what it is... a bug.
My pronouns are they/them
Ps. I love my wife
Metal Slime
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 PostMon Mar 02, 2015 4:10 am
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My game is... well, it's not finished, but if I trimmed out the handful of options that let you reach the beginnings of unfinished branches to its story it would definitely look a lot like a (fairly short) finished game.

In other words: I had planned on three main branches that would each lead to their own "good" ending, and one of those is done.

Here's its game page, just for the sake of having a link in this thread.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
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