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Chunky by FelipeFS
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 Post subject: Re: Ungame ideas
PostPosted: Mon Nov 26, 2012 1:45 am 
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Joined: Sun Jun 24, 2012 12:49 am
Posts: 504
By the spoon! You are making a grave mistake.

Edit:
Please! Please please please... please? PLEEAAAAAAAASE. I hope you don't take a spoon to the knee! You might just have to. :evil

Edit:
Oh yeah, wanna buy a spoon?

http://www.youtube.com/watch?v=UUsvK1ouU7k

Edit:
Or would you rather be murdered by a spoon?

https://www.youtube.com/watch?v=9VDvgL58h_Y


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 Post subject: Re: Ungame ideas
PostPosted: Tue Dec 25, 2012 12:14 pm 
Digerati

Joined: Thu Sep 09, 2004 1:17 pm
Posts: 1801
Location: burrowed
I've been working on it a bit again, and i must say, damn, this comes off far too well to use it in an ungame kind of thing. I'd still go for some of the ideas, but mainly just the cool ones, instead of the annoying ones :P
This is just too much fun to play with for screwing it up.

http://wzl.vg/ungame/

I have a bunch of overly ambitious ideas again, like a replay system, user submitted levels, speedruns.
god, i don't think i ever had that much fun working on a game :D

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 Post subject: Re: Ungame ideas
PostPosted: Thu Dec 27, 2012 8:49 pm 
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Joined: Sun Jun 24, 2012 12:49 am
Posts: 504
Haha good job! ;)

All of the pros can go through the challenges backwards (on the other side of the save points). It's really hard on a few of them, but often possible. :P


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 Post subject: Re: Ungame ideas
PostPosted: Thu Dec 27, 2012 11:35 pm 
Digerati

Joined: Thu Sep 09, 2004 1:17 pm
Posts: 1801
Location: burrowed
yeah, i realized that aswell, and it's a good realization to make before attempting the level design :D just jumping around in there for hours was a good way to learn how the challenges could be connected to bigger levels. I started on the first segment including the wallrun upgrade to the lower right. the way to the upgrade is a bit dull without enemies and all, but after you take it it gets a bit more fun on the way back :D

note: the upgrades doesn't get picked up and theres no notification. the wallrun is to the far right ontop of a checkpoint just besides a high laser wall.

http://wzl.vg/ungame/

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 Post subject: Re: Ungame ideas
PostPosted: Fri Dec 28, 2012 1:23 am 
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Joined: Sun Jun 24, 2012 12:49 am
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Image


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 Post subject: Re: Ungame ideas
PostPosted: Tue Mar 12, 2013 9:46 am 
Postronaut

Joined: Sun Mar 10, 2013 3:32 pm
Posts: 45
Fall threw ground FALL THREW GROUND!!!!


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 Post subject: Re: Ungame ideas
PostPosted: Tue Mar 12, 2013 3:16 pm 
Bearer of the Golden Keyboard
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Joined: Sun Aug 05, 2012 9:32 pm
Posts: 246
You could make bunch of cool fighting scenes and then ruin them by making the player press a random button each time... oh wait, you said quick-time events are already planned? well... I don't think it can get any worse now :D Unless you would do the same s*** as did Castlevania: Simons Quest, where you are constantly told if is it Day or night with a horribly slowly writing textbox and everytime you die you would loose all your possessions, oh and lots of the level stuff could be so cryptic that you would waste your whole life trying to figure it out and thinking that the game is just broken... :D

uh, and don't forget that the main character can't swim and will die on the slightest touch of water!

also you could include one of those levels where the edge of the screen is constantly moving and if it catches you, you die and start over.

and if possible and thematic, make a level where the character is moving automatically forward, and you have to jump and catch all the items or else you fail the level

and maybe make some "trap" tiles which look like everything else, and you will die if you touch it, but you don't know that until you actually die on it?

and if you intent to add projectile weapons, make it so you can only shoot one bullet/arrow until it disappears

and make it so if you are on a low health, there is this constant helpful high pitch beeping reminding you. Also the screen could be whole red and hard to look at, so it feels more real...

and all the monsters should respawn when off-screen so you can have a fun time killing them over and over again.

also add a lot of foreground details, like big trees and bushes that obstruct quarter of the screen so you feel like you are actually there?

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 Post subject: Re: Ungame ideas
PostPosted: Tue Mar 12, 2013 5:34 pm 
Digerati

Joined: Thu Sep 09, 2004 1:17 pm
Posts: 1801
Location: burrowed
thanks for all the hints but the project's paused right now :P gotta work on some new stuff, flash is giving me the loonies

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 Post subject: Re: Ungame ideas
PostPosted: Tue Mar 12, 2013 7:03 pm 
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Joined: Sun Jun 24, 2012 12:49 am
Posts: 504
Quote:
flash is giving me the loonies

https://www.youtube.com/watch?v=GGn1Ap14Nd8


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 Post subject: Re: Ungame ideas
PostPosted: Wed Mar 13, 2013 11:58 am 
Digerati

Joined: Thu Sep 09, 2004 1:17 pm
Posts: 1801
Location: burrowed
thats what i am like since i'm back to c# :P

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 Post subject: Re: Ungame ideas
PostPosted: Thu Apr 11, 2013 10:01 pm 
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Joined: Thu Apr 11, 2013 9:27 pm
Posts: 14
Location: Kansas
Don't Forget the annoying long load screen with no information on it or signs of movement.

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