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Pseudolonewolf`s Avatar Weekly Update - 13/Sep/10 Sun 12th Sep 2010 11:51pm

Category: Weekly Updates

Minicity links: [LINK] [LINK] [LINK] [LINK] [LINK]

I've been working on Chimaera this week, as those of you who've been watching these updates will know. I've got most of the mechanics decided on now, and I've made some progress on actually building the game.

I think that I'm going to do an 'open development' sort of thing, where I upload and show off the game as I work on it so it can be shaped by feedback along the way; that's always motivating and helps to make a better game, I suppose.

So, here's what I've done so far: [LINK]

Please, please understand that currently it's just a 'mock up' with many missing features and temporary graphics in many places. It doesn't represent the final game. Things will be added or replaced eventually; I can't make the whole game all at once.
I feel I have to point this out because so often it seems that people do expect everything to be done all at once and don't understand the concept of stages in development...

Hopefully what little there is so far should be straightforward, especially if you've read the previous posts about Chimaera's mechanics.
I won't ramble much about specific things, though.

Whatever feedback you might want to give is appreciated, I suppose.

I'll update the game at that URL every so often, if you're curious.

I'm hoping to have the battle system full functioning by the end of next week, as well as some of the menus. After that, it shouldn't be too difficult to finish off the content and get ready for release!
17 comments

 

17 Commentson 14 roots

Minnakht`s Avatar
Rating Orb Minnakht 16 Poland PhlegmaticSanguine 121C 84F
7 years ago | (1)
Okay, I like what I see, sure... the feet stay in place as you do the attack animation, though. You'll fix that soon, I'm sure.

...uh, to be honest, at first I didn't know the right one was my chimaera and kept attacking it first. At first, back when all the limbs were rectangles... the energy bar somehow fooled me into this, since the selectable skills were closer to the left one. But now I know it's to make the targeting easier by having the distance be lesser, and... that's nothing a short tutorial can fix in the final version. Yes.

So, uh, nothing new here.
tcrvback`s Avatar
Rating Orb tcrvback 15 Belgium 7C 0F
7 years ago | (4)
your new game looks nice , please continue with your stuff cuz i like it . especially mardek :p
loion`s Avatar
Rating Orb loion 12 Denmark 13C 0F
7 years ago | (7)
Pseudo here is a little tip about the monster builder mode when you get so far... there should be something that could make that to cyborg making them fit with any type of piece like humanoid Cyborg arm could fit with an other thing that is not Humanoid. Maybe it will be hard to code but its just an tip^^
Enkuro`s Avatar
Rating Orb Enkuro 14 Australia MelancholicPhlegmatic 4C 0F
7 years ago | (4)
Are you using good habits, as in you only use one frame/layer and only have AS in classes or are you using bad habits, as in multiple frames/layers and AS on frames?
Sashapotapov`s Avatar
Rating Orb Sashapotapov 14 United States CholericMelancholic 4C 0F
7 years ago | (5)
So far this looks really good for only one week of work and i am happy for you and that you are learning about AS3 so good luck and have fun
legion`s Avatar
Rating Orb legion 14 United States MelancholicPhlegmatic 3C 0F
7 years ago | (5)
After playing the available game, I have decided that the the lowest energy cost move is overpowered. This is because it has always delivered 32-38 for 8 energy. The most powerful move "groin kick" hits 55-65 for 29 energy. Please correct me if I am wrong. I also think your limb targeting system is very rare, and thus a refreshing game play experience.
Qazerowl`s Avatar
Rating Orb Qazerowl 15 United States MelancholicCholeric 272C 16F
7 years ago | (4)
I'd like to point out that, although your observations are partly correct, moves do different amounts of damage if used against different parts. ex: "Shin kick" does more damage if used on the legs.
Pseudolonewolf`s Avatar
Rating Orb A β Pseudolonewolf 23 United Kingdom MelancholicPhlegmatic 2257C 559F
7 years ago | (6)
This is what I meant by people not understanding the concept of a 'mock up'...
The moves are *temporary* and their damage amounts are basically random numbers that I typed in; how much damage they do is hardly the point, since all I was doing was testing whether damage could work at all.
So you might as well have commented that humanoids don't have perfectly circular heads or something.
darkvolt`s Avatar
Rating Orb darkvolt 15 United States CholericSanguine 60C 5F
7 years ago | (5)
hmm, I can see the point of development you're trying to reach and it seems very interesting. The game I'm waiting to come out (that is a short project) is 7H9H (although I do not know why you would name it that way). But back to this game, the game play seems to be functioning well, I also have noticed that certain attacks do more damage to other parts of the body- although this is probably being developed still, the last attack seems to be fairly weak, but this is just a test mumbled up version so probably in a week it won't even matter!
turbotowns`s Avatar
Rating Orb turbotowns 16 United States CholericPhlegmatic 216C 3F
7 years ago | (9)
Im just glad your working on another game. :) and it looks fun so i cant wait.
artrost`s Avatar
Rating Orb artrost 24 Canada 5C 0F
7 years ago | (7)
If it's not too hard to do, it would be nice if the energy recharge bar was recharging more smoothly. I know that energy is expressed as a number, but it seems that in most games with a similar recharge system, the bars go very smoothly from "empty" to "full". Another option would be to break the bar into 100 "rectangles".
Ben1005`s Avatar
Rating Orb Ben1005 11 United States CholericMelancholic 236C 218F
7 years ago | (8)
Well,I was able to get into the game,and what the mechanics in battle I'm seeing so far are great,and the animation even now looks pretty good.
I got stuck in the battle sequence,so a way to win would probably allow some more exploration around this version.
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