A while ago, I made a game called Torchlight Escape (Part 1). It received a moderate amount of views, and a few comments.
The game idea, though, was I think pretty much unique. In a really dark dungeon, you had a torch that lit the space around you by simply going back a lot of layers and shining behind the black platforms.
If you haven't seen the original game, here it is.
Now, I'm making a sequel, and I would like to know what everyone wants improved/added/fixed.
I would like suggestions in the following areas:
Graphics
Unfortunately, I can't think of any improvements color-wise, since as far as I can tell everything has to be black for the darkness to work right.
But maybe someone can figure out a way and tell me?
Also, do you prefer square or rounded platforms? And what should I add to make the graphics look better?
Smoothness/Speed
I've decided to remove the wall lights, or at least their "motion", because that slows the game down a lot and makes it a bit jerky. Any other suggestions for smoothness/speed?
Level Design
I'd like to know what people want in the levels. Spikes? Moving platforms? Lava? Enemies? Swinging spike balls? Rotating stages? You suggest it, and I'll try to implement it.
Well, that's it for now. I'd appreciate any other suggestions you have as well.
Thanks!
EDIT: Screenshot!
Last edited by antimonyarsenide (2010-07-27 13:52:33)
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an ai in a lvl
and when you put gogles on you can see it
but if you get too close it has a light and you go back to the begining?
other ways round it?
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cruelty247 wrote:
an ai in a lvl
and when you put gogles on you can see it
but if you get too close it has a light and you go back to the begining?
other ways round it?
Good ideas. I'll try to use them. Thanks!
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Hmm.. Rounded platforms would be quite nice in my opinion. Also maybe some scrolling levels?
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no problemo
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Telemachus wrote:
Hmm.. Rounded platforms would be quite nice in my opinion. Also maybe some scrolling levels?
Good idea. Although I'll have to modify the platform engine.
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The game could really use some new sounds and background music especially... I could be in charge of that, as I have a ton of sounds and good creepy-ish music for a game like this. A new element in gameplay could be tripwires that activate traps, a change from just avoiding the translucent stage parts. Say, a clear path to the WIN rock, but once you move forward, you see a dark blue tripwire with the torch and accidentally set off a cave-in!
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Rodentboy wrote:
The game could really use some new sounds and background music especially... I could be in charge of that, as I have a ton of sounds and good creepy-ish music for a game like this. A new element in gameplay could be tripwires that activate traps, a change from just avoiding the translucent stage parts. Say, a clear path to the WIN rock, but once you move forward, you see a dark blue tripwire with the torch and accidentally set off a cave-in!
Good ideas... It'd be great if you could provide some fitting music And I'll credit you
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antimonyarsenide wrote:
Good ideas... It'd be great if you could provide some fitting music And I'll credit you
Thanks- I'm looking for some music now...
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I have the music here-
http://www.mediafire.com/?1q528h2ca5g9i0x
Good luck with the game!
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Awesome music! Thanks for your help!
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antimonyarsenide wrote:
Awesome music! Thanks for your help!
You're Welcome!
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Ok. Two more levels and I'm releasing a testing demo today.
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Demo done! here
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Saw the demo, it's great! Already reviewed it on the project, so I really only have to say here that it really was good!
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Maybe a slider to increase the torch brightness, but also burns the torch out quicker? And maybe checkpoints... although I know they're hard to implement. Try:
When I recieve Checkpoint Set Variable X Location to X location Set Variable Y Location to Y location Set Variable Level to Level and When I recieve Dead Set Y location to Y Location Set X Location to X Location Set Level to Level
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helltank wrote:
Maybe a slider to increase the torch brightness, but also burns the torch out quicker? And maybe checkpoints... although I know they're hard to implement. Try:
Code:
When I recieve Checkpoint Set Variable X Location to X location Set Variable Y Location to Y location Set Variable Level to Level and When I recieve Dead Set Y location to Y Location Set X Location to X Location Set Level to Level
Hmm, so when you hit spikes you could go back a few levels, depending on where the checkpoint was, instead of restarting the level?
Wait, or do you mean "run out of light" die? That might be possible... I'll see.
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Ok... I'm working on level 11 right now. The full game will probably have 15 levels. Which means I'll be done hopefully tomorrow.
Any final suggestions, people?
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Working on level 14. Will be done soon!
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