SYNTHESIS' NEW SUGAR-FREE GAME SCREENIES (IN EARLY DEVELOPMENT)
synthesis
Member Posts: 1,693
I thought I would post some new screenshots of my development so far on my next upcoming title. I often like to post stuff at key development points to get a sense of what the community thinks - as often times the feedback will help me better tune in the game concept.
I can't divulge the Title yet...but hopefully in the next few weeks, I can share more.
Let me know what you all think...the good, the bad and the not so bad.
I can't divulge the Title yet...but hopefully in the next few weeks, I can share more.
Let me know what you all think...the good, the bad and the not so bad.
Comments
Other than some food and kryptonite on the street I really can't get the gameplay from that.
It looks nice but what's the gameplay like
True...
We are still in development of the game play. Still tossing around ideas.
Basically what is here are the backgrounds and UI front end.
The game play concept is basically a whole lot of tapping...fast and quick. About 3 minutes per stage and about 100 stages in the game.
I'm only a week into development and have spent that week entirely on the front end building the game skin. This week I get to sink my teeth into the actual game and start building out the game art.
Look for more info in the coming weeks...as the game progresses. Once we are closer to publishing, I can release the title and game play details.
( ...which I will do through this thread and on http://www.GSProForum.com )
:-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
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Here are a few more screenies...from level 2:
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
here are a couple more screenies for level 2.
We're kinda gambling that the market will like a raster style visual feast rather than the typical vector art. I guess only time will tell if the market is receptive to this style of look.
very polished
Thanks for the kudos.
I guess I am a bit nervous about the app store's reception. When you plan to invest 2 solid months into a game...and then have the market reject it...its hard to figure out what went wrong.
I see that most of the top games out there are highly vectored in their style (IE: Oregon trail, Angry Bird, Fruit Ninja, Flight Control, etc ) or doodly...and I refuse to do a Doodle App. I hate them with a passion...SOOOOO BORING visually....but that's just me (of course Doodle Ski is cool because its GS).
So we are a bit nervous about putting all this work into the art and have it fall flat because it wasn't "cool" or "Cartooney".
Anyway...
You never know until you try I guess.
looks like a great game. I know this question was answered in the forums already but im still new and learning about game salad , so my question is how did you have a lock on your levels. And then make them unlock after you complete a level.
Thanks
The art is stunning.
I can't really tell you what's good and what's bad because I don't know the game play.
Looking forward to it though.
Also, same as kirk, how did you lock your levels then unlock afterward?
When level 3 is complete --> level 4 is unlocked.
Just use a boolean attribute to track it.
Then if level4Lock=true...use the image with a lock...if false...use an image with the unlock.
Its just image swapping on the numbered tiles. The magic is...you have to think in layers and build the setup accordingly. The Level selector above is actually 3 actors layered on top of each other. Layer 1 is the grey tiles...layer 2 is the green selector and layer 3 is the numbers which serve as the actual buttons. The green selector just moves around based on which number is selected. Then the whole thing updates each time a different level is selected via the blue seek buttons.
Basically I am structuring it so that when you complete a level...at the end of that stage...it unlocks the next stage. When they press the button to go to the next level (scene)...I save the boolean value to memory. Then in the level select scene...I load the unique boolean values to each numbered tile and set the lock or unlock image on the load.
That's the basics of it...
What I have built in my actual app is quite a bit more complex and sophisticated...but the premise is the same.
BTW:
Glad you like the art...I plan to reveal the game premise later this month. For now...I'm still in art and game concept development and need to get a little farther down the proverbial development road before letting cats out of bags (so to speak).
I am getting deeper into the actual game play development now and player controls.
This is my first screenshot with some of the preliminary UI integrated into a level build.
It's a work in progress...so be gentle!
I decided to change mine too!
(@syn: that's actually what we used to call my dog growing up!)