09-04-2020, 05:46 PM
Awhile ago I posted on here with a game idea called "Grand Grandman's Grand Adventure".
I left the forums shortly after making that one Bomb game (which I'm still surprised anyone played) but I still really wanted to make that Wario game.
So I did and it's not vaporware, yeehaw.
Since then I've worked on a few projects and even made the shitpost of the century.
Better than any Mr. Pence or what-have-you, taking heavy inspiration from Thingio (altho not doing it very well).
I also made Gamit, my probably best game so far.
But for all of this time spent making games, I have still yet to properly make that Wario game, and have it not suck.
So I'm here today, to ask you fellows, about my newest endeavor, that also shares a protagonist from one of my older projects.
This time I wanted to get it right! So I want your feedback.
I'm making another Grandman game, but I wanted to steal less from Wario's trademark shoulder bash and more from his physics system.
I remember playing a lot of Wario Land: Shake It! and the emphasis it places on the throwing mechanic that it almost completely forgets about is a little absurd.
Along with the punch mechanic, that basically enables gravity for a few objects and solves a few puzzles. But is mainly useless.
So I'm ramping it up, you can use throwables to launch yourself, activate switches, key doors, knock over pillars, and even place floating platforms.
But that's just what's here right now, there will be much more.
I'm trying to make a physics sandbox puzzle game, taking the best of Wario's puzzle elements and throwing elements to make a Wario Land 3 / 1-esque experience.
I want to take advantage of things like fans, explosions, slippery ground, and other elements along those lines. (Which I'm already working on.)
I also wanted to give Grandman a way to harness quirks of the engine, like jumping off explosions and the bunny-hopping.
So I gave him guns to do that, along with still being able to mess with the weirdo physics engine.
(If anyone could tell me how to resize images that'd be cool.)
I have a bunch of generic level-element stuff I have left to do once I've polished up the grabbing system.
I'm working on other things like an array level-editor / loading system to make my life much easier when making the levels for this game, and so on...
I just wanted to know your guys' input, what do you think?
What elements could I potentially add?
What other spices could make this game more interesting?
I want to get it right this time, so lemme know, asap.
(Next major update, after I implement all of the suggestions and finish the engine up to the enemies,
I'll post again with an engine demo so I can scope things out and polish up the last of it.
So, look out for that.)
I left the forums shortly after making that one Bomb game (which I'm still surprised anyone played) but I still really wanted to make that Wario game.
So I did and it's not vaporware, yeehaw.
Since then I've worked on a few projects and even made the shitpost of the century.
Better than any Mr. Pence or what-have-you, taking heavy inspiration from Thingio (altho not doing it very well).
I also made Gamit, my probably best game so far.
But for all of this time spent making games, I have still yet to properly make that Wario game, and have it not suck.
So I'm here today, to ask you fellows, about my newest endeavor, that also shares a protagonist from one of my older projects.
This time I wanted to get it right! So I want your feedback.
I'm making another Grandman game, but I wanted to steal less from Wario's trademark shoulder bash and more from his physics system.
I remember playing a lot of Wario Land: Shake It! and the emphasis it places on the throwing mechanic that it almost completely forgets about is a little absurd.
Along with the punch mechanic, that basically enables gravity for a few objects and solves a few puzzles. But is mainly useless.
So I'm ramping it up, you can use throwables to launch yourself, activate switches, key doors, knock over pillars, and even place floating platforms.
But that's just what's here right now, there will be much more.
I'm trying to make a physics sandbox puzzle game, taking the best of Wario's puzzle elements and throwing elements to make a Wario Land 3 / 1-esque experience.
I want to take advantage of things like fans, explosions, slippery ground, and other elements along those lines. (Which I'm already working on.)
I also wanted to give Grandman a way to harness quirks of the engine, like jumping off explosions and the bunny-hopping.
So I gave him guns to do that, along with still being able to mess with the weirdo physics engine.
(If anyone could tell me how to resize images that'd be cool.)
I have a bunch of generic level-element stuff I have left to do once I've polished up the grabbing system.
I'm working on other things like an array level-editor / loading system to make my life much easier when making the levels for this game, and so on...
I just wanted to know your guys' input, what do you think?
What elements could I potentially add?
What other spices could make this game more interesting?
I want to get it right this time, so lemme know, asap.
(Next major update, after I implement all of the suggestions and finish the engine up to the enemies,
I'll post again with an engine demo so I can scope things out and polish up the last of it.
So, look out for that.)