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- CodeNinja329
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Scratcher
1000+ posts
Zephyr Star
woah, i have a fair amount of catching up to do here lol–
i finally got around to programming the wormholes from the original llewellyn rope concept art! currently they have two configurations: one that you can pull pullable boxes from and one you can pull swingable lumenjellies from– if turns out both have interesting uses for puzzles >.>ooh, cool! i'm excited to see how it works!
also you can only have a certain amount of each wormhole item at once, and if you try to pull more out the oldest one will disappear (the specific amount can be configured for each wormhole individually)
i like the idea of order being represented with electronic music and chaos being represented with jazz but i think i kind of missed the opportunity to do that ooopsi love that idea lol– maybe you can still use it somewhere in-game, even if it's not throughout the whole soundtrack?
oo ideaooh, that's a great idea! this game is definitely gonna need a flashing lights warning tho lol– are you implementing accessibility settings?
what if when flec shoots something with his gun i made it do the flashy thing like the nes zapper games did
(in games that used the nes zapper, like duck hunt, whenever you shoot something the entire screen will go black with white squares wherever the targets are for just a split second– it did this so that the sensor on the zapper controller can detect if you actually hit the target or not by looking for the white squares on the tv screen)
i think itd be a fun thing to reference and itd fit well with the super flashy effects i already have >.>
the other day i programmed tiny dialogue boxes that appear in the background and go on as you play the game without interrupting anything and i think that's something more games should havei love this idea :0 i think the closest thing to this i've seen in a game are the little speech bubbles in A Hat in Time, but i guess i'll have to wait and see how this system is similar and different :>
im using it a lot in the chapter 2 area to have llewellyn spit out witty commentary while you're swinging around and solving puzzles >.>
something i want is for the characters' overworld abilities to be less like keys that you use to get past obstacles just by switching to the right character, and more like a box of tools– sure, some tools are made for certain situations, but there's nothing stopping you from trying to hit a nail with a wrench (or finding an alternate solution to a box pulling puzzle by using flec's gun)ah, that's a great idea! it really differentiates zephyr star's overworld abilities from those of games like bug fables or omori!
- melody-sy
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Scratcher
100+ posts
Zephyr Star
ooh, that's a great idea! this game is definitely gonna need a flashing lights warning tho lol– are you implementing accessibility settings?you can turn most flashing effects off and darken / stop the movement of battle backgrounds, but there are still lots of super bright high contrast colors that i feel are too integral to the game's visual identity to completely get rid of and would take a lot of reworking to fix anyway (eg, the text box, the battle menu, the glitchy startup animation)– so even with settings it might not be for everybody–
i love this idea :0 i think the closest thing to this i've seen in a game are the little speech bubbles in A Hat in Time, but i guess i'll have to wait and see how this system is similar and different :>you know that scene in deltarune chapter 2 where noelle is talking to you as you're walking down the path and pressing letter keys to spell out “december”? it's a little bit like that, except the text box is made smaller and moved to the top of the screen so it's clear that you can still move while the character is speaking
- melody-sy
-
Scratcher
100+ posts
Zephyr Star
i think it'd be easier to come up with an ability for alpha if we think of the other characters' abilities this way:
bat's ability is very much inspired by platformers and puzzle games
flec's ability is based on shooters
and zee's is a bit broad, but i think we can safely say it has elements of stealth games
so i think it'd only make sense for alpha to continue the trend and incorporate elements of a completely different game genre–
some ideas i have already: type of movement inspired by racing games, some kind of situational mechanic based on point and click adventure games, ability to command the rest of the party like a real time strategy game???? something to do with rhythm mechanics, ability to build stuff like in minecraft
bat's ability is very much inspired by platformers and puzzle games
flec's ability is based on shooters
and zee's is a bit broad, but i think we can safely say it has elements of stealth games
so i think it'd only make sense for alpha to continue the trend and incorporate elements of a completely different game genre–
some ideas i have already: type of movement inspired by racing games, some kind of situational mechanic based on point and click adventure games, ability to command the rest of the party like a real time strategy game???? something to do with rhythm mechanics, ability to build stuff like in minecraft
- dinoqueen
-
Scratcher
1000+ posts
Zephyr Star
i think it'd be easier to come up with an ability for alpha if we think of the other characters' abilities this way:
bat's ability is very much inspired by platformers and puzzle games
flec's ability is based on shooters
and zee's is a bit broad, but i think we can safely say it has elements of stealth games
so i think it'd only make sense for alpha to continue the trend and incorporate elements of a completely different game genre–
some ideas i have already: type of movement inspired by racing games, some kind of situational mechanic based on point and click adventure games, ability to command the rest of the party like a real time strategy game???? something to do with rhythm mechanics, ability to build stuff like in minecraft
I want to suggest elements of a deckbuilder or hack-and-slash because I love playing those but I don't know how either of these would work
- CodeNinja329
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Scratcher
1000+ posts
Zephyr Star
ah, that makes sense! obviously it's not always possible or reasonable to make something perfectly accessible, but i'm glad you're doing what you can!ooh, that's a great idea! this game is definitely gonna need a flashing lights warning tho lol– are you implementing accessibility settings?you can turn most flashing effects off and darken / stop the movement of battle backgrounds, but there are still lots of super bright high contrast colors that i feel are too integral to the game's visual identity to completely get rid of and would take a lot of reworking to fix anyway (eg, the text box, the battle menu, the glitchy startup animation)– so even with settings it might not be for everybody–
that makes sense, thanks!i love this idea :0 i think the closest thing to this i've seen in a game are the little speech bubbles in A Hat in Time, but i guess i'll have to wait and see how this system is similar and different :>you know that scene in deltarune chapter 2 where noelle is talking to you as you're walking down the path and pressing letter keys to spell out “december”? it's a little bit like that, except the text box is made smaller and moved to the top of the screen so it's clear that you can still move while the character is speaking
i think it'd be easier to come up with an ability for alpha if we think of the other characters' abilities this way:hm… i feel like some genres could limit the versatility of alpha's ability, so that's worth considering. with the thing about commanding the party, perhaps she could instead command some kind of helper creatures, perhaps via psychic ability if that's still a thing? also, as red mentioned, you could consider incorporating features inspired by deck-building strategy games; my first thought was “cards” of sorts deciding what rts-type characters alpha could control, but idk, just throwing ideas out there. hope you can find a good fit for alpha's ability!
bat's ability is very much inspired by platformers and puzzle games
flec's ability is based on shooters
and zee's is a bit broad, but i think we can safely say it has elements of stealth games
so i think it'd only make sense for alpha to continue the trend and incorporate elements of a completely different game genre–
some ideas i have already: type of movement inspired by racing games, some kind of situational mechanic based on point and click adventure games, ability to command the rest of the party like a real time strategy game???? something to do with rhythm mechanics, ability to build stuff like in minecraft
- melody-sy
-
Scratcher
100+ posts
Zephyr Star
big milestone! i finally got around to programming the first actual enemy attack for the battle system– i was very intimidated by the idea of it so i put it off for quite a while, but now that i have the base systems in place it shouldn't be too difficult to make more in the future
fungors can now do a simple charge at a random party member– you can block by pressing c with good timing (right as it makes contact with you)
the party members still have no proper hurt/block animations yet though i want to finish those before i show a video
fungors can now do a simple charge at a random party member– you can block by pressing c with good timing (right as it makes contact with you)
the party members still have no proper hurt/block animations yet though i want to finish those before i show a video
Last edited by melody-sy (July 14, 2023 04:42:12)
- dinoqueen
-
Scratcher
1000+ posts
Zephyr Star
big milestone! i finally got around to programming the first actual enemy attack for the battle system– i was very intimidated by the idea of it so i put it off for quite a while, but now that i have the base systems in place it shouldn't be too difficult to make more in the future
fungors can now do a simple charge at a random party member– you can block by pressing c with good timing (right as it makes contact with you)
Oh kinda like Bug Fables /pos
- melody-sy
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Scratcher
100+ posts
Zephyr Star
the party members still have no proper hurt/block animations yet though i want to finish those before i show a videookay there's a block animation i can show a video now
- biohazard--
-
Scratcher
500+ posts
Zephyr Star
i love how there no victory animation yet, so bat just kinda. stands therethe party members still have no proper hurt/block animations yet though i want to finish those before i show a videookay there's a block animation i can show a video now
- melody-sy
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Scratcher
100+ posts
Zephyr Star
i got projectile attacks working too! fungor has a second attack where it spits toxic gas at you now
- lunactia
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Scratcher
100+ posts
Zephyr Star
repost from the tumblr:pretty
In a quiet little corner of the Rift is a spot known as the Falloff Point.
It seems completely abandoned… but foreboding structures and messages from an era long past still remain.
- melody-sy
-
Scratcher
100+ posts
Zephyr Star
just for fun i made a variable in the enemy code that makes enemy projectiles be deflectable, meaning that if you block them they get sent right back to the enemy, dealing the same amount of damage they would have done to you
the catch is that there's also a setting that makes the enemy block the projectile too, so you can get into little energy ball tennis matches that go on until someone misses the block and gets hit (like ganondorf)
the catch is that there's also a setting that makes the enemy block the projectile too, so you can get into little energy ball tennis matches that go on until someone misses the block and gets hit (like ganondorf)
- CodeNinja329
-
Scratcher
1000+ posts
Zephyr Star
big milestone! i finally got around to programming the first actual enemy attack for the battle system– i was very intimidated by the idea of it so i put it off for quite a while, but now that i have the base systems in place it shouldn't be too difficult to make more in the future
fungors can now do a simple charge at a random party member– you can block by pressing c with good timing (right as it makes contact with you)
ooh, this looks great!! it's been fun to watch the battle system develop over time, and it's cool to see it in a state like this; i know it's probably far from finished, but it's really cool to see it able to handle this one full battle from start to finish! as red mentioned, the battle system is reminiscent of bug fables so far. i'm excited to see where the battle system goes!the party members still have no proper hurt/block animations yet though i want to finish those before i show a videookay there's a block animation i can show a video now
i got projectile attacks working too! fungor has a second attack where it spits toxic gas at you nowooh, nice! i read “toxic gas” and thought “that sounds like an attack that could hurt the whole party at once” (probably in part because i've been playing omori a lot lol, it has a lot of those kinds of attacks), which makes me curious: are you planning on implementing attacks (whether on the party's side or on the enemy's side) that can damage multiple characters at once?
just for fun i made a variable in the enemy code that makes enemy projectiles be deflectable, meaning that if you block them they get sent right back to the enemy, dealing the same amount of damage they would have done to youi love this idea :0 seems like the kind of mechanic that, in addition to being used for normal enemies, could have a boss fight centered around it! the most obvious way to do that is an enemy that can only be damaged by its own attacks (similar to mad dummy, donut county final level, literally all of everhood), but the tennis thing in particular could be interesting to focus on…
the catch is that there's also a setting that makes the enemy block the projectile too, so you can get into little energy ball tennis matches that go on until someone misses the block and gets hit (like ganondorf)
- SPAGHETTIISALIE
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Scratcher
1000+ posts
Zephyr Star
just for fun i made a variable in the enemy code that makes enemy projectiles be deflectable, meaning that if you block them they get sent right back to the enemy, dealing the same amount of damage they would have done to youstrike a taunt moment
the catch is that there's also a setting that makes the enemy block the projectile too, so you can get into little energy ball tennis matches that go on until someone misses the block and gets hit (like ganondorf)
- melody-sy
-
Scratcher
100+ posts
Zephyr Star
ooh, nice! i read “toxic gas” and thought “that sounds like an attack that could hurt the whole party at once” (probably in part because i've been playing omori a lot lol, it has a lot of those kinds of attacks), which makes me curious: are you planning on implementing attacks (whether on the party's side or on the enemy's side) that can damage multiple characters at once?it's not implemented yet, but that's the plan– the fungor's toxic gas only affects one party member, after all it is an early game enemy, but i want to have attacks that have multiple targets at some point
i love this idea :0 seems like the kind of mechanic that, in addition to being used for normal enemies, could have a boss fight centered around it! the most obvious way to do that is an enemy that can only be damaged by its own attacks (similar to mad dummy, donut county final level, literally all of everhood), but the tennis thing in particular could be interesting to focus on…i do have an enemy idea floating around in my head that would make use of the projectile bouncing mechanic– maybe i could use them to teach the mechanic in order to build up to a boss that tests you on it >.>
in other news i impulsively programmed a breath of the wild style foraging system where you can pick up stuff like mushrooms and crystal shards you find lying around, which helps a lot because i had a lot of little nooks and crannies in the world that were very empty but didn't feel significant enough to put a present with something really good insde
i guess the next step is some sort of cooking or crafting mechanic…
- lunactia
-
Scratcher
100+ posts
Zephyr Star
big milestone! i finally got around to programming the first actual enemy attack for the battle system– i was very intimidated by the idea of it so i put it off for quite a while, but now that i have the base systems in place it shouldn't be too difficult to make more in the futurecongrats! hoping to see the wacko enemy attacks with really flashy visuals soon
fungors can now do a simple charge at a random party member– you can block by pressing c with good timing (right as it makes contact with you)
the party members still have no proper hurt/block animations yet though i want to finish those before i show a video
- melody-sy
-
Scratcher
100+ posts
Zephyr Star
WHAT IF YOU COULD USE THE LLEWELLYN ROPE AS A FISHING ROD
- dinoqueen
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Scratcher
1000+ posts
Zephyr Star
WHAT IF YOU COULD USE THE LLEWELLYN ROPE AS A FISHING ROD
YES YES YES YES YES I LOVE FISHING MINIGAMES
- -TheGladHatter-
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Scratcher
500+ posts
Zephyr Star
WHAT IF YOU COULD USE THE LLEWELLYN ROPE AS A FISHING RODZEPHYR STAR FISHING MINIGAME REAL?????
- LegoManiac04
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Scratcher
1000+ posts
Zephyr Star
WHAT IF YOU COULD USE THE LLEWELLYN ROPE AS A FISHING RODYOU BETTER BE ABLE TO CATCH AN OAR FISH








