Sub-Terraria Zero

Photon

  • Posts: 2691
Ah, OK. That appears to have worked. Thanks.
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

Photon

  • Posts: 2691
I learned a great new method for lighting from "San-jay" and will post a tutorial later if anyone is interested, it works well and doesn't diminish performance at all.
I would definitely like to learn more about this. :)
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

Photon

  • Posts: 2691
So running off the motivation Ludum Dare has given, I whipped this up: a rough draft logo for a potential future version of the game. Thoughts?
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

rob1221

  • *
  • Posts: 9473
For some reason my brain wants to read those a's as d's (Terrdrid).

Jon

  • *
  • Posts: 17524
Yeah, I didn't mention it earlier, but the in-game font and this are hard to read because of the ambiguity in some of the lower-case letters.

Photon

  • Posts: 2691
Yeah, I didn't mention it earlier, but the in-game font and this are hard to read because of the ambiguity in some of the lower-case letters.
Which letters stood out in particular that I should look to change?

Also, is this more readable?
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

rob1221

  • *
  • Posts: 9473
Yeah, those a's are better.

linai

  • *
  • Posts: 28
Liking that logo, except I'm not a huge fan of the "terraria" font. Just something about its variable thicknesses seems weird to me (when paired with the other logo parts in particular.) The "Sub" part is very nice indeed. :)

Photon

  • Posts: 2691
I've been giving some thought to a post-compo version. I want to maintain to an extent the system I have: the unique health management and high-stakes gameplay. Currently, I'm leaning towards a level structure similar to VectorMan. The levels will be self-contained but have openness and branching paths. Hopefully this will allow me to strategically manage different game elements and the insta-death nature of the game. I was originally concerned that the high-risk gameplay may not lend itself well to extended sequences that exploration platformers are known for; hopefully this structure can not only help manage that but still let me shake things up from area to area in a way more fair to the player.

Here's a pic I whipped up for another monster that one may encounter within the caves. One of the cool things may be how the behavior of a monster may change from stage to stage: for instance, I was thinking this monster would shoot up and down vertically to attack throughout one stage while another stage may be more of a traditional boss battle against it.
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

Jon

  • *
  • Posts: 17524
I've just archived the LD29 forums. Would you like me to move this over to Game Journals?

Photon

  • Posts: 2691
I may just start its own separate topic when and if the time comes. If I decide otherwise, I can just move it myself (unless I'm restricted from that in this particular area of the forums.)

Isn't it a little early to archive it though? What about the results still to come?
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

Jon

  • *
  • Posts: 17524
I generally archive when the discussion dies down. It's still publicly viewable, and any results that come in our community's favor will always get posted by those participating.