Tim-Tim 2 Dev Thread

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Bob the Hamster
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Post by Bob the Hamster »

Very nice! Steeeeeven!
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Spoonweaver
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Post by Spoonweaver »

Forest Beetles

Not shown, they don't fly away if you're invisible.
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Post by TMC »

Interesting; that seems to make them very easy enemies to avoid. Do they land again somewhere else after a little while?
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Post by Spoonweaver »

Indeed, they should be a mostly benign enemy.
I thought about having them land somewhere, but having them fly around randomly is part of the penalty for getting too close.
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RMZ
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Post by RMZ »

Love the beetles. That's a great detail you put in.
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Post by TMC »

Ah, eah, if there are a lot of beetles flying about the level that could be pretty dangerous. Though they fly pretty slowly.
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Post by Spoonweaver »

Don't worry, not all the enemies are as passive as the beetles.
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Bob the Hamster
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Post by Bob the Hamster »

Its a Threeholder!
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Spoonweaver
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Post by Spoonweaver »

You know, I was calling them eye clusters, but threeholder is so much better

EDIT: Also, just noticed I uploaded the wrong gif. I've uploaded the one I meant to before, where the "threeholder" is shooting at tim-tim
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Post by Spoonweaver »

dungeon entrance
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Post by Spoonweaver »

Most of the old enemies are in the game.
I think birds are currently the only ones I cut.
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Post by Spoonweaver »

Trying to decided on the amount of interactive objects.
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RMZ
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Post by RMZ »

These all look awesome man. How many total stages you thinking will be in the game?
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Post by Spoonweaver »

Hard to say. Some of the maps in the game are very very small with others being super large.

Currently, I'm planning 5 dungeons, with the 5th being an extra long final dungeon. 9 bosses. Dozens of different monster types. 8 scrolls, 4 potions, 4 other items, several shops, 2 and a half towns, and possibly more.
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Post by TMC »

Trying to decided on the amount of interactive objects.
Many? :)
Not sure if you were wondering about how many bits of scenery to have, or what proportion of those to make interactive.
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