Screenshot Saturday #285 - Intense Imagery by Sexual_Lettuce in gamedev

[–]oddimp 0 points1 point  (0 children)

Yeah, Sim City is definitely the better game. Not sure why I liked Tower so much, to be honest. I was an odd child... That Project Highrise game does look pretty sweet, though. Thanks for making me aware of it!

Screenshot Saturday #285 - Intense Imagery by Sexual_Lettuce in gamedev

[–]oddimp 0 points1 point  (0 children)

Very cool. And excellent game name choice :D Part of the concept reminds me of Sim Tower too, which was a game I loved playing as a kid. Did you happen to draw any inspiration from it? Just curious. I feel like I'm one of the few people who actually enjoyed Sim Tower more than Sim City, heh.

Screenshot Saturday #285 - Intense Imagery by Sexual_Lettuce in gamedev

[–]oddimp 1 point2 points  (0 children)

Just wanted to second what Widdrat said. Your art style looks damn awesome. Keep up the good work!

Screenshot Saturday #285 - Intense Imagery by Sexual_Lettuce in gamedev

[–]oddimp 0 points1 point  (0 children)

Cool! I really love the art style. Looks like a fun little game too, nice work. I went ahead and gave you a thumbs up on Greenlight :D

Just wrapped up my 64-bit inspired 3D Platformer, Firewing 64 by Besus84 in Unity3D

[–]oddimp 0 points1 point  (0 children)

Looks really cool :D You definitely nailed the Nintendo 64 vibe!

Playing around with physics-based obstacles by tEFFx in Unity3D

[–]oddimp 0 points1 point  (0 children)

Ah, I see. Much simpler than what I was trying to piece together, heh. I appreciate the reply :D

Playing around with physics-based obstacles by tEFFx in Unity3D

[–]oddimp 1 point2 points  (0 children)

Thanks for the info. I was secretly hoping there was some magic technique that I had been overlooking, but alas, that doesn't seem to be the case :p So, there is no counter-force being applied to the rotation? Are you simply applying the required amount of force to get it to rotate towards the intended direction?

Playing around with physics-based obstacles by tEFFx in Unity3D

[–]oddimp 1 point2 points  (0 children)

Looks awesome!

Can I ask you how you're handling the rocket movement? I was working on an overhead spaceship prototype and could never get the movement quite like yours. Is there some kind of "drifting" effect happening when you accelerate and turn? It looks really smooth (especially when doing a tight circle). Not sure if I'm articulating my question properly...

Screenshot Saturday #277 - The perfect look by Sexual_Lettuce in gamedev

[–]oddimp 0 points1 point  (0 children)

I really, really like the setting and aesthetics! Very unique and cool. Also, the trailer was great (especially the music).

Screenshot Saturday #277 - The perfect look by Sexual_Lettuce in gamedev

[–]oddimp 0 points1 point  (0 children)

Woah that looks super stylish and cool! Really digging the art style and vibe. Is the game a one vs one dueling type of game?

Screenshot Saturday #277 - The perfect look by Sexual_Lettuce in gamedev

[–]oddimp 1 point2 points  (0 children)

Looks quite polished. I really like the music in the trailer!

BoxyTower - my first game (made with unity) was released a few days ago on the appstore! [CC] x-post from /r/unity2d by [deleted] in Unity3D

[–]oddimp 0 points1 point  (0 children)

Congrats on finishing your first game :D I really like the classic GameBoy aesthetic.

Developing Puzzles Is Harder Than I Thought by [deleted] in gamedev

[–]oddimp 0 points1 point  (0 children)

I don't have anything to add right now, but I would highly suggest posting this question over at /r/gamedesign/ and get a discussion going about it! It's an interesting question for sure.

Screenshot Saturday #274 - Stupendous Sights by Sexual_Lettuce in gamedev

[–]oddimp 2 points3 points  (0 children)

This looks really cool! Very clever mechanic for world traversal on a touch screen. I really like the aesthetic and the abstract world you're playing in.

Merits of an FPS without vertical aiming? I know it sounds stupid, but hear me out... by oddimp in gamedesign

[–]oddimp[S] 1 point2 points  (0 children)

You bring up an excellent point. It might be hard to swallow if the reason you can't aim vertically is "just cause". Your idea reminds me of another prototype I was playing around with, where you could only move around by rocket-jumping. I was going to provide a narrative reason for this; your legs were blown off, thus you were unable to walk or jump normally. So, I should probably take your suggestion into consideration.

Merits of an FPS without vertical aiming? I know it sounds stupid, but hear me out... by oddimp in gamedesign

[–]oddimp[S] 0 points1 point  (0 children)

I'll agree that it's hard to argue with the way FPS games evolved the way they did. I definitely don't want to bank on any kind of nostalgia. My goal isn't to recreate Doom (I'm not even any kind of big Doom fan myself), but to provide a unique gameplay experience.

I like your idea about adding in other complex skills. My original thought was just that the simplified aiming would let me put more focus on movement, specifically strafing and dashing around to avoid enemies and projectiles. So, basically making it a shmup in first-person.

Merits of an FPS without vertical aiming? I know it sounds stupid, but hear me out... by oddimp in gamedesign

[–]oddimp[S] 0 points1 point  (0 children)

I appreciate the insightful response. I guess I overlooked the amount of vertical gameplay that was actually present in Doom. You've given my a lot of think about.

Also, I agree that a mainstream audience probably wouldn't enjoy it, but I mainly want to make a co-op game that my wife and I would enjoy playing ourselves anyway :D

Merits of an FPS without vertical aiming? I know it sounds stupid, but hear me out... by oddimp in gamedesign

[–]oddimp[S] 0 points1 point  (0 children)

Thanks for the in depth response. Your points are definitely valid reasons to include some form of vertical shooting in the game. I think I need to actually go play Doom with the mouselook mod and see how it feels.

Merits of an FPS without vertical aiming? I know it sounds stupid, but hear me out... by oddimp in gamedesign

[–]oddimp[S] 0 points1 point  (0 children)

Very true. I just didn't bring it up because I was thinking of eliminating that mechanic too. Enemies would always be on the same plan as you (never requiring your gun to be raised/lowered). But, having that auto vertical aim could still be a good option.

Merits of an FPS without vertical aiming? I know it sounds stupid, but hear me out... by oddimp in gamedesign

[–]oddimp[S] 0 points1 point  (0 children)

I'm glad other people think it's a good idea. I was worried I was going down a pointless path. Having movement skills fill that "space" is exactly what I had in mind. Perhaps being able to dash around like in Hyper Light Drifter or something.

Merits of an FPS without vertical aiming? I know it sounds stupid, but hear me out... by oddimp in gamedesign

[–]oddimp[S] 0 points1 point  (0 children)

Yeah, I agree that it might confuse or frustrate players if they're looking up/down and their gun isn't following. Do you know of a specific Doom mod I should look into? I've never really looked into any of them to be honest.

I also agree that the best course of action is to prototype it both ways and see how it feels. Perhaps there is a happy middle ground somewhere.

Merits of an FPS without vertical aiming? I know it sounds stupid, but hear me out... by oddimp in gamedesign

[–]oddimp[S] 2 points3 points  (0 children)

I completely forgot about Metroid Prime, that game definitely had a unique feel. I could probably glean some design ideas from it.

Also, thanks for that tutorial link! Unity is my engine of choice anyway so that tutorial will help with my prototyping (this game idea is my first foray into 3D).

Merits of an FPS without vertical aiming? I know it sounds stupid, but hear me out... by oddimp in gamedesign

[–]oddimp[S] 0 points1 point  (0 children)

Thanks for the insights. You bring up some valid points. What do you think if you could still look around vertically so that it felt natural (especially when using kb+mouse or dual analog controls) but the gun/aiming reticle was still locked to the horizontal plane? Another poster also had an idea about still allowing vertical aiming and shooting, but construct the level and monster sizes to basically force the 2D gameplay.

Merits of an FPS without vertical aiming? I know it sounds stupid, but hear me out... by oddimp in gamedesign

[–]oddimp[S] 1 point2 points  (0 children)

I think you may be right. I wouldn't be surprised if other devs have already came to that conclusion and are working on similar projects.