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Re: King rates songs
by Charlie
19 April 2024, 21:36:48
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Re: King rates songs
by King (2.0)
19 April 2024, 20:41:30
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Re: King (2.0)'s Games Log
by King (2.0)
19 April 2024, 20:24:19
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Re: King rates songs
by RKS
19 April 2024, 14:52:19
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Re: King rates songs
by King (2.0)
18 April 2024, 13:39:43
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Re: King (2.0)'s Games Log
by King (2.0)
18 April 2024, 13:12:50
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Re: General Gaming Thread
by Charlie
17 April 2024, 23:41:09
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Re: King (2.0)'s Games Log
by Charlie
17 April 2024, 18:43:18
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Re: King (2.0)'s Games Log
by King (2.0)
17 April 2024, 16:53:39
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Re: What songs are you listening to?
by Charlie
17 April 2024, 13:06:35
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Re: King rates songs
by King (2.0)
16 April 2024, 13:49:38
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Re: Sonic the Hedgehog (Sonic il Riccio)
by King (2.0)
16 April 2024, 13:01:04
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Re: Sonic the Hedgehog (Sonic il Riccio)
by Charlie
16 April 2024, 00:14:37
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Re: King rates songs
by RKS
15 April 2024, 21:31:18
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Re: King rates songs
by Charlie
15 April 2024, 20:02:01
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This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - After
1
« on: 08 January 2022, 13:40:32 »
I'm listening to the default ringtones list on my phone.
Oh, that's not what music thread, mobile edition means.
2
« on: 24 December 2021, 06:25:08 »
* record scratch *... not even the potential rule-breakers that may appear in the future? O_O Wow, most lenient admin ever (that isn't me, Ray or a sockpuppet).
*breaks ruler in half* Oh that's not the kind of rule you were talking about. My bad. Carry on.
3
« on: 11 December 2021, 18:21:08 »
It's time to d-d-d-d-duel
Count me out because I know literally nothing about yugioh
4
« on: 11 December 2021, 13:52:18 »
Punk Ben 10
Knuckles the Echidna
5
« on: 27 November 2021, 10:36:29 »
Very belated happy birthday Charlie!
6
« on: 13 November 2021, 06:18:01 »
There will be a number of good and bad (some more than others) endings.
7
« on: 12 November 2021, 18:53:26 »
Technically, The Innermost Feelings are a "final stage" but the game doesn't end there because the Subconscious is something that needs to be discovered. And going from the Subconscious to the Limen is another thing of its own. So I guess that counts as a post-game?
The epilogue will be dependent on the ending you get, but in general it'll be the full reveal of how the person has been undergoing severe stress and facing many personal demons. I do want one of the good endings to have a "explore a healed mind" mode, but that's for much later down the line haha.
8
« on: 12 November 2021, 09:39:56 »
Ein: Absolutely! They will be lower on my priority as far as actual development goes (I wanted 2 characters just so I could figure out the logistics of having a character selection screen and a variation in playstyle) but I do have ideas for the following at the moment: • Repose • Zeal • Doubt A bit busy right now so I won't elaborate too much on them yet.
Zwei: Possibly :3
Drei: • I do want to make my own soundtrack so yes I'll probably have something for it • Yes (see previous post for some) • Yes • Nope • Yes
Vier: Nope it'll just be English for the foreseeable future.
*higs*
9
« on: 11 November 2021, 16:57:45 »
Level progression will follow a mostly linear path. Well, I say linear, but it's more of a wiggly line that sort of wraps around in a spiral shape, but linear as in there is one main route to follow. The very first few levels will be Surface Thoughts. The usual things that are on people's minds, and slowly the levels will proceed deeper and deeper down the spiral until they reach Internal Thoughts, followed by the Innermost Feelings, and finally the Subconscious. The levels will get progressively messier, grimier and more chaotic, because I love the pun of "spiralling into madness" and how the person's mental health is slowly worsening. I want it to feel bleak and the Subconscious will be the most conflicted portion of the person's psyche. The last level of the Subconscious is the Subliminal, which requires one to break the level (literally) to enter the sensory perception threshold, the Limen, also known as the Liminal Point. It is the place where an emotion must be elicited in the person through force, but must be done so with care, for anything beyond a certain point can either send the person into shock or induce hallucinations. The person must be given feelings that make them feel better and heal them. If done carefully and successfully, you get the good ending where the person recovers and the madness in their mind is slowly phased out. If done wrong, the person's psyche deteriorates to the point of no return, and they break. This is the bad ending. Enemies will be based off of intrusive thoughts, impulses and nightmares. Although the plot is linear, I hope that eventually I'll be able to add side rooms where you can experience Memories or Dreams, things that the person remembers or witnesses at night. The Memories will be places which need repairing, because the person is starting to forget the good things in life and can only remember memories which cause pain. One of the bosses in a Memory will be Guilt, another will be Regret. Dreams have slightly more surreal things happening, but will be plagued with Nightmares, which are demons of various kinds (also surreal and horror based). I know for sure I want to make one of the bosses Insomnia, and another boss be Falling, and a third that is Restlessness. The game will a platformer-like dungeon crawler with a few puzzle elements. All items are rare - you make do with whatever you have and some creativity. There are no consumables - if you lose health, you have to be creative :3 I haven't thought about a tutorial just yet, but I don't plan on making the gameplay all that difficult (it'll mostly just be movement and like a few buttons at most). So the tutorial would likely just be a few pop up messages in the first level that you could disable in the settings. It will take all the hugs that I can give and probably several more to take over the world, but hugs will definitely heal the entropy inside the person's brain. Thank you for your questions Charlie! It was pretty good for the brainstorming haha
10
« on: 11 November 2021, 14:58:51 »
Hello! This is a small progress update I guess?
I've decided that it's a lot easier for me to animate 3d things instead of making 2D sprites by hand, because a) I'm really bad at spriting and b) it's much easier to animate with a rig. It'll end up being a 2.5D kind of deal, if that makes sense.
I've started learning Blender so I can actually start making the models themselves, and am learning C# so I can build it using Unity. I might have a few friends helping me out because I am too busy on my own to make any reasonable progress haha
On the game side of things, I guess I should talk about that too. The first two characters (and the only characters that will exist for a very, very long time) are going to be Euphoria and Rage. None of the characters will be humans in any way, but rather personifications of the concepts they're tied to. Euphoria's colour scheme consists of aquamarines and sea greens, with a little bit of yellow as an accent. Euphoria has a very rapid and almost "bouncy" playstyle, true to the name, and will probably be a rusher/hit-and-run type of character. Or, depending on how things go, someone who has a lot of knockback. Basically the goal is to maintain some level of distance. Euphoria's special abilities will be based around motion and direction, like being able to speed up themselves or their projectiles, or evade things better, or escape traps faster. Their 'element' is wind. Rage's colour scheme consists of dark purples and maroons, and they'll have a bit of a volatile look. Rage has a bit less of a direct offense playstyle and is instead based around buffs and debuffs - specifically related to amplifying and denial. Their attacks and abilities won't deal damage outright, but will instead be things that help boost their basic attacks more. Things like amplifying the damage dealt per successive hit, amplifying the damage that pierces through enemy armour, breaking enemy resolve by yelling at them in anger, denying how much damage they receive, etc. Their element is heat (as in white hot anger).
Welp, that's all from me for now! I'd love to talk more about this stuff but I'm indecisive on what to work on next lol. Perhaps y'all can pick a topic for me to talk about (because I think that will actually prompt me to work on it more), like, idk, levels or bosses or other future characters or gameplay or something.
11
« on: 11 November 2021, 14:33:26 »
uwu Charlie makes another thing uwu
12
« on: 29 September 2021, 07:26:46 »
The characters aren't aware that they are inside someone's mind - that's supposed to be a thing for later in the plot when they eventually do start finding stuff out. The outside world and the person themselves are not quite as relevant.
13
« on: 28 September 2021, 05:43:27 »
Yep! Actually this requires me to explain a little bit more about the whole "world" first. Spoiler ahead: The world is actually just a person's mind, and the person's mental health is slowly going down the drain. The characters inside the brain are all the healthy emotions and concepts that the person is aware of, and they're trying to fight their way through all the negative emotions that keep coming across. Hence entropy being the main plot. All the subplots and side branches are representations of memories - or rather, fragments of memories. I've started sketching some ideas down, maybe I'll post them tomorrow. Need to get cracking on learning how to program this thing as well lol
14
« on: 26 September 2021, 18:57:21 »
Yeah I think the way I'll have it go is have Entropy be the common thing that ties everything together, the linear plot, while other themes are branches off of the main story or even run parallel for a short while before merging back in.
15
« on: 25 September 2021, 14:47:26 »
I think levels will likely follow a theme that is progressive - I'm debating on Entropy being the binding theme for the levels. Everything starts out neat and clean and simple and straightforward but gradually things just start deteriorating and getting chaotic.
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