Lilly's Saga - The Stones of Evergreen

ページ 6/23
1 | 2 | 3 | 4 | 5 | | 7 | 8 | 9 | 10 | 11

By wolf_

Ambassador_ (10109)

wolf_ さんの画像

08-01-2022, 11:26

Also, Lilly is a heroine from the North, Mario is a plumber with a moustache from Italy. That's a difference, I'd say. Running Naked in a Field of Flowers

By Bengalack

Paladin (747)

Bengalack さんの画像

08-01-2022, 11:42

DamnedAngel wrote:

People are comparing Lilly's Saga to Mario, but I see a major difference which deeply affects gameplay: the lack of inertia!!!
Please, please please keep the movement the way it is (without inertia).

You're doing an incredible job! Keep the good work!

Thank you, and well spotted. Well, it is deliberate. I am wary to add inertia, as I feel that the player loses control. Right now, playing the game feels quite good in this area (in my own heavily biased opinion). Perhaps too good --because, if you are a good player, the game may be too easy. But I'm working on that Smile OTOH, some/subtle intertia "looks good" (mostly on videos). With that in mind I might do something in this area (visually only?). Not sure yet. We'll see.

The game is influenced by Super Mario Bros (1985), but also Wonderboy, Zelda and others. Lilly has puzzles, some levels with vertical scrolling (well, like later Mario games Smile ) and there are other differentiators too, naturally.

By Bengalack

Paladin (747)

Bengalack さんの画像

08-01-2022, 11:49

wimpie3 wrote:

One remark is that I immediately think of Mario while watching the video. The coins and flags and some enemies look almost the same. Are you planning to change this in the future?

A consciuous choice stands behind the coins, flags and enemies. Coins (or diamonds?) seems rather universal in these kinds of games). Flags are present but has different meaning (not very deep meaning though, haha). Enemies are similar but looks a bit different. --Deliberately made this way, and enemies are not supposed to change (but there are more to come of course).

By Bengalack

Paladin (747)

Bengalack さんの画像

08-01-2022, 12:00

Manuel wrote:

It looks very smooth. I love the graphics when you open a chest. But in this video, the screen could use a bit of variation. It now shows a lot of blackness and brick wall...

Thanks.

About the blackness. Yes, it has bothered me as well, to be frank. But, I have settled with that this is a "tribute to original Super Mario Bros dungeon levels". It is the exact same blackness in that game.

By santiontanon

Paragon (1810)

santiontanon さんの画像

08-01-2022, 12:00

Looking really good, and movement us very smooth!! And as others said, I also like the lack of inertia! This is moving fast!!!

By thegeps

Paragon (1194)

thegeps さんの画像

08-01-2022, 12:08

Yep: coins, diamons, rings are common so why not? Bengalak, you got a mail Smile

By Manuel

Ascended (19469)

Manuel さんの画像

08-01-2022, 12:11

Bengalack wrote:
Manuel wrote:

It looks very smooth. I love the graphics when you open a chest. But in this video, the screen could use a bit of variation. It now shows a lot of blackness and brick wall...

Thanks.

About the blackness. Yes, it has bothered me as well, to be frank. But, I have settled with that this is a "tribute to original Super Mario Bros dungeon levels". It is the exact same blackness in that game.

Well, you could also take some inspiration from the later games in the franchise, which do have colored backgrounds.

About the inertia: I have always been very fond of the control you have in the Maze of Galious. No inertia there!

By Bengalack

Paladin (747)

Bengalack さんの画像

08-01-2022, 12:19

santiontanon wrote:

Looking really good, and movement us very smooth!! And as others said, I also like the lack of inertia! This is moving fast!!!

Thanks.

About speed. It is fast (2px pr frame). Personally, I like 50Hz better, as it fast, but not as fast as 60Hz. And then you may design the game for speed-powerups... Should the game start slow, and you need to find a powerup to move faster? Then you need to design levels which works well for both low speed and high speed. As an overall task for the level designer, this is difficult to get correctly balanced. I'm doing it the other way around. I wanted the player to feel empowered from the get-go, and start fast. But I do have slowdowns (think mud or wading in waters) in parts the game. Unless you have a powerup, you slow down in these areas only Smile It becomes easier to balance out the difficulty-degree in the levels this way. Seems to work well so far.

By Gig71

Expert (78)

Gig71 さんの画像

08-01-2022, 13:04

I simply Love it how is it!
A platformer with puzzles and the graphic is superb !
My Loved genre.
Congratulation !

By Bengalack

Paladin (747)

Bengalack さんの画像

10-01-2022, 16:19

Gig71 wrote:

I simply Love it how is it!
A platformer with puzzles and the graphic is superb !
My Loved genre.
Congratulation !

Thank you Gig71. Appreciate the feedback! And: MY favorite genre too Smile

ページ 6/23
1 | 2 | 3 | 4 | 5 | | 7 | 8 | 9 | 10 | 11