Something I work on meanwhile..

135

Comments

  • ChunkypixelsChunkypixels Member Posts: 1,114

    Thats an awesome chip tune version of Don't Fear the Reaper...

    Made me feel both old, and young in equal doses.... listened to it on repeat about 6 times :)

  • BigDaveBigDave Member Posts: 2,239
    edited May 2016

    Hi again :)

    Magic Projectile replaced by fireball visual.

    Intro Scene tuned

  • SocksSocks London, UK.Member Posts: 12,822

    @BigDave said:
    Hi again :)

    Looking great, love the intro scene with the stolen rabbit ! :smiley:

  • DuesDues Member Posts: 1,159

    @BigDave said:
    Hi again :)

    Magic Projectile replaced by fireball visual.

    Love it! :)

  • BigDaveBigDave Member Posts: 2,239
    edited May 2016

    interesting..
    the more work I put into it the harder it becomes to keep on working on it or progress ahead.

    Since you know everything you add now will have to live up to the base which you already polished over and over again.

    my perfectionistic behaviour turns out to be the main killer of my motivation

    On the other hand if I do quick games I have no problems finish them up and not worry too much, which most of the time doesn't result in a good outcome but sometime it does and atleast it gets out.

    Creepy and Orc where somewhere in the middle. I really have to force myself to accept and close the first levels and move on or make the next levels first in rough form before starting to polish anything again.

  • DigiChainDigiChain Member, PRO Posts: 1,288

    Looking good Dave.
    Yeah I find there's a delicate balance to be struck between time and quality of final product. I knocked out a couple of very quick games recently but found they just didn't perform - the more polished a game the better chance of downloads and success.

    Saying that, I've also spent weeks / months on games more than once to see them fail miserably! There seems to be no formula for success!

    Anyway, stay focused and stick with it!

  • swanyboyswanyboy Member Posts: 38

    Wow you get so much feedback

  • DuesDues Member Posts: 1,159

    @swanyboy said:
    Wow you get so much feedback

    I think that's because Dave has always been very open with all his projects and statistics.
    People like that :)

  • BigDaveBigDave Member Posts: 2,239
    edited May 2016

    @Dues thank you :)

    @swanyboy Yes! And I am very thankful for it.

    So here is level 3! Still needs decoration after room 1 but you get the idea.
    After that level it feels right to give players a break.
    So there is a level arc like lvl1 - learn basics, lvl2 - goblin combinations, lvl3 - stress test -lvl 4 chill level

  • DuesDues Member Posts: 1,159

    So here is level 3!

    I like where this is going! :smiley:

  • MentalDonkeyGamesMentalDonkeyGames Member Posts: 1,276

    Looking really good. Keep it up!

  • BigDaveBigDave Member Posts: 2,239
    edited May 2016

    So here a unlisted video of the first 2.5 levels with sound and music.
    Unfortunately recorded with the speakers.

    What do you think? Any sounds to loud or quiet? Anything to repetitive in a negative sense? Anything else that could improve it?

    Thanks guys :)

  • IceboxIcebox Member Posts: 1,485

    looks awesome ! plays very smooth and the visuals looks great

  • BigDaveBigDave Member Posts: 2,239

    @Icebox
    Thanks man!

  • BigDaveBigDave Member Posts: 2,239

    it might be to late for that potion..

  • MentalDonkeyGamesMentalDonkeyGames Member Posts: 1,276

    Looks really cool! Very interesting to read the dev progress.

  • BigDaveBigDave Member Posts: 2,239
    edited May 2016

    @MentalDonkeyGames
    great that you like it
    It also helps me too find motivation on some days all that positive feedback here
    Now its just about finishing it and driving the story to a meaningful end.

  • MentalDonkeyGamesMentalDonkeyGames Member Posts: 1,276

    @BigDave said:
    @MentalDonkeyGames
    great that you like it
    It also helps me too find motivation on some days all that positive feedback here
    Now its just about finishing it and driving the story to a meaningful end.

    Maybe i should try opening a dev thread too. That might keep me motivated and i might get something done instead of constantly starting new projects :smiley:

  • SocksSocks London, UK.Member Posts: 12,822

    @MentalDonkeyGames said:
    Maybe i should try opening a dev thread too. That might keep me motivated and i might get something done instead of constantly starting new projects :smiley:

    Yeah, I've been thinking the same thing, starting a dev thread to motivate me to finish a game rather than start a new project, but I worry I'll just keep starting new dev threads instead. :)

  • BigDaveBigDave Member Posts: 2,239
    edited May 2016

    Lost in Details.
    The last days I went over each level thousand times changed milliseconds here and there added small effects.

    It was hard tough to create new content it feels much better to polish existing content.
    Improving what is there instead making the stretch for something new which you might delete after you put several hours in.

    But hey back on track a new enemy type has entered Pixel Mage's world.

    The Goblin wizard is the first enemy that threatens the wizard in the upper lane beside the Archers standing on barrels here and there.

    PS: This is now level 6! Half way through. As the game will have 12 levels as creepy had.

  • imjustmikeimjustmike Member Posts: 450

    The progress from that first gif to now is remarkable. Great job Dave. Looking forward to release.

  • ChunkypixelsChunkypixels Member Posts: 1,114

    Loving watching the progress on this... and reading the thought processes behind it.

    Keep it up Dave :)

  • SocksSocks London, UK.Member Posts: 12,822
    edited May 2016

    Great progress, my one input at this stage would be that the colour of the health bars don't seem to be part of the overall colour palette, that aqua-green seems a little out of place with the general look ?

    Maybe use the purple of the player ?

  • BigDaveBigDave Member Posts: 2,239
    edited May 2016

    @Socks :)

    Done.
    Colours are so tricky thats why creepy had a big advantage by just using black/white/gray and here and there a spark of green or red for things to be highlighted as positive or negative.

    I like to go more monochrome as it makes everything more consistent.

    Thanks buddy.

  • SocksSocks London, UK.Member Posts: 12,822

    @BigDave said:
    Done.
    Colours are so tricky thats why creepy had a big advantage by just using black/white/gray and here and there a spark of green or red for things to be highlighted as positive or negative.

    I like to go more monochrome as it makes everything more consistent.

    Thanks buddy.

    Looking good, your less saturated colours look much nicer that the over-saturated example I posted ! :)

  • BigDaveBigDave Member Posts: 2,239

    @Socks yeah minimal tweaks i might nudge the hp bars a bit more saturated as in your example to make it feel more important. In your shot you have that perfect blue bg around the wizard I guess it came from an enemy particle but I really like that effect..

  • BigDaveBigDave Member Posts: 2,239

    even to form after example seems to be hard sometimes
    here the correct bar color in your example much better. Thanks for making me aware!

  • BigDaveBigDave Member Posts: 2,239
    edited May 2016

    Also aligning the text colors to the new purple vibes.

    PS: old purple on the screenshot using the same purple as for hp now

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    Looking good!

  • RossmanBrothersGamesRossmanBrothersGames Member Posts: 659

    This is looking super cool. I still remember when you gave me a promo code for Sha Man. Man you have come a long way. Love the style of your games.

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