Po10c's Recent Forum Activity

  • You should just change the touch event. The on tap event is more useful for buttons, as it has a time delay before being able to tap again. It also does not register as a tap when the player doesnt lift his finger exactly where he touched first and quickly. You may want to add a timer variable to ensure the player does not spam the teleport function.

  • Kakoups You could use a sprite attached to the enemy kinda like a nose, that when it overlaps the obstacles the enemy should turn in a direction - overriding the normal chase behavior until it gets around the obstacle.

    Don't know if it will actually work, as I haven't tried it myself, but it works in theory.

  • I think you're doing an excellent job for your fist game bro.

    Thoughts -

    Tighten up the player movement controls a bit, feels too slippery imo. Add WASD movement plz

    Fix the cross-hair image point - it is rotating around one of its edges which really annoys me.

    Some destructible terrain would be cool I think, just something here and there every time the level rearranges itself.

    With a tiny bit more polish this will be good enough to put on a lot of sites.

  • Hey guys,

    We just released a new version of Brood.

    -Fixed an embarrassing amount of bugs

    -New ui

    -Added music and some sound

    -General gameplay improvements

    We would really love it if we could get some feedback on this game. We know the last version had a lot of game breaking bugs, but we believe most of them have now been fixed.

  • A0Nasser , EXPFall

    Added tutorial in first post. We are going to do an in-game tut once we sorted the UI to our liking

  • I just watched a JimSterling vid on youtube about this game. Was good to watch and he didnt say too many negative things about it unlike many unity games that he just rips apart. I think its great that you actually got on steam and made a full game, quite an achievement!

  • Brood: a Breeding sim - Currently in playable alpha

  • DatapawWolf Unfortunately, there is no bread, just like there is no spoon. But there is kibble! And lots and lots of yummy worms:-)

    I know Brood does mean bread in quite a few languages hehe, still fitting in a way.

  • [quote:3tlzsxvd]Become an expert breeder of exotic and interesting creatures in -=Brood=-.

    Manipulate your creatures' genes to breed the ultimate cute little monster.

    A variety of environments to breed and feed your little monsters in.

    Over 400,000 possible visual combinations of creatures available!

    Please excuse us using a new thread for this. This post is for an actual playable version of -=Brood=-

    Play in your browser or phone here: Version 0.5.5 -updated 5 May 2015 - 14.5mb

    Please play and let us know what you think. We would like to release on mobile platform, but there is still a lot of work ahead of us.

    Amazing art is done by Sandybee

    A nice little mosaic of what you can expect in this version of brood:

  • Here is another design/feature explanation for you guys

    We decided early on to use composite objects to make up the monsters in the game. This makes the game extremely scalable, as after the first batch of "parts" were completed there were 9000+ possible combinations, and after the latest batch we have over 430 000!

    We will have to see how visually distinct these monsters would be if you compare a few hundred, but hopefully the art style will properly set these monsters apart from each other due to the high level of detail each contains. Now, the fact that we have so many combinations available and that the variations can be controlled by the player allows us to drive gameplay using a mission system that requests certain features in the monsters to complete for a coin or item reward.

    This is an emergent property we found in the game and intend to utilize to its fullest. We end up with a cycle of ever increasing complexity, which negates the need for a "difficulty curve" as the player controls the complexity. Failing to preserve genes will result in less complexity, and adding to the gene pool buy purchasing genes/eggs in the shop will increase complexity. The player will also be able to select from a set of tasks to accept ranging in difficulty.

    This is still theoretical data and we will be able to determine how complex to make the tasks and balance the game once we've had a good round of beta testing.

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  • I updated our request for Beta testers, and would really like for people to give me a buzz. Also, Alpha test date has been moved to 2 Jan for hangover reasons

    The next few posts, I want to go into detail on some of the features posted earlier and go over some design decisions we have made along the way.

    First, monetization. We don't expect any major bucks from this game, but we feel it does deserve the chance to shine. We really hope to generate enough to help Sandy get a construct license. We decided on a very easygoing free to play model, that will allow players to access everything the game has to offer while not paying a cent. Players that really like the game and want to progress faster can buy coins, the only currency used in the game.

    Coins are earned by selling monsters, and get multipliers for specific things like similar colors of features. Basically "pure bred" are worth way more than random colored and textured monsters.

    Certain high level items and end game genes or eggs will cost a lot of coin, but skilled and dedicated players should have no problem making enough to keep them entertained with new gene varieties without shelling out for coins. We really want this to be a fair free to play game by not extorting players to continue playing like most other f2p models. We take inspiration from Hill Climb Racing, a very successfully monetized game, that I myself am a big fan of.

    In addition, we want to make coin purchases very affordable in the sense that a player who pays what would have been enough for a full market price game would indeed get enough coin to validate that purchase, and not keep milking players.

    Thanks for reading what turned out to be a rant on monetization. And I realize I am taking a very idealized view, but as a first commercial publish I don't think there is anything wrong with that.

  • Well now, certainly a valiant effort. What if I told you there is already such a program?

    Feel free to continue work on this project if you want to be able to generate textures in game, that would be awesome.

    But I'm going to let you in on a secret I've been keeping for a long time, a I am using it in one of my games thats currently on the back burner so to speak.

    The program is called Genetica Viewer, and its free. It does exactly what you describe and more. I made Tileable textures for metal plate, moon surface, alien terrain. There is a random texture for literally anything you can imagine.

    But it would be cool to do this kind of thing on the fly as I said. Good luck

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Po10c

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