I already have some knowledge of programming and pixel art animation,
so I decided to make my first level based game with fable, boss fights and more than 1 hour gameplay.
Now I have:
-tile map building from texture,
-reading maps from external folder,
-tile collision system working with my own character controller,
-player movement and enemy AI,
-mission on every level (you must steal the brown box and go to next door),
-bigger part of animation.
I’m going to add:
-boss AI,
-dialogue system,
-new mechanics.
I’m waiting for your advices about gameplay, story, pixel art and of course title.
The demo will be available soon.
I can also upload any file from game if someone is interested.
Your images are still quite hard to read. From what I can tell the super low res pixel art style looks pretty good but it kinda hard to see whats going on. I recommand uploading a video with some gameplay instead of these tiny short gifs.
Thanks. https://goo.gl/BrJBsy (new version on Gamejolt)
Here is first playable demo.
Use z to use and shift or space to roll.
Maps in game are modable and you can edit them as textures in gimp or paint.
I’m also working on enviroment details.
inko, What recording software do you use for your videos?
I use bandicam. It’s not free but pretty cheap and worth every penny. Lots of options, good quality and super compact file size.
I’ll check out your demo when I get home from work.
A little forum tip: Use @ for answers and questions to someone specific. That way they get a notification with a link to your post.
I almost missed your question without it.
for example: @1Piotrek1
You should have gotten a notification from this
I tried it for about 5 minutes without getting passed a single enemy until I gave up.
From a game design standpoint that’s a pretty bad sign.
My biggest problem is that successfully sneaking past enemies seems to be entirely down to luck since the enemy movement patterns are random. There also isn’t really a way to properly hide from the enemies apart from the doors which seem way too far apart.
Also the level design is a little confusing with a lot of areas that would require a jump button to get to. I assume you can’t get there right? Or did I just miss something? This is pretty confusing to a first time player.
I really liked the pixel art and animations though.
@inko
So, I should make a paths for enemies, right?
I don’t know how to make player more powerful, without losing stealth feeling.
Guns will destroy the game completely, knife kill is really hard to draw. I saw that most of 2d stealth games have some puzzle that moves enemies away, kill them, or make another path, but i don’t have ideas for that puzzles. Maybe invisibility? More hp?
Probably you missed shift button that makes player roll and move faster. You can also make your own maps by editing textures in maps folder.
I’m quite sure I’ve replied this thread yesterday, but somehow the post isn’t there,
Anyway I felt the sameway like @inko , and I also agree perhaps the level design can be re-arranged, also I think the game would be benefited from increasing the speed of the movement.
@romi-fauzi
Do you tried shift or space button?
What do you think about making player more powerful? Knife is good idea? Or maybe invisibility?
Now I trying to add more covers to my maps
and more advanced enemy movement.
Do you mean rolling? yep I’ve tried that, but somehow it’s not very useful, I think the gameplay would still benefited from increased speed, and maybe a bit level re-design.
https://goo.gl/6KZy6B (new version on Gamejolt)
New build.
I increased speed, and changed enemy AI (now it didn’t use any random values).
Check out also map moding functionality.
@1Piotrek1 - Yes the game speed looks better. I think it could still be increased and would improve the play.
I think the game needs a couple more gameplay elements to be fun. Right now it just seems functional.
Maybe adding a possible way to kill or incapacitate the enemies is needed. (even if it’s hard to draw the knife kill sprites)
Maybe a way for the player to knock out the enemy, but make it so there is consequence to performing that action, like it causes a loud noise, or the enemy will alert others when he wakes up.