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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: LudumDare 18
Well, there's the top 10 in each category I suppose. regardless, progress made from nothing but an idea over the weekend
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Mon Aug 23, 2010 9:09 pm |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: LudumDare 18
Looks like minecraft.
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Mon Aug 23, 2010 9:31 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: LudumDare 18
Um, how so?
It's pixelated and happens to feature a gradient from green to brown to grey.
So does CC; does CC look like Minecraft too?
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Mon Aug 23, 2010 10:24 pm |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: LudumDare 18
Just saying, to me it looks like minecraft, maybe not to others, but it's my opinion.
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Mon Aug 23, 2010 10:40 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: LudumDare 18
Cause we totally need to hear your opinion...
Geti: I think digging would be a nice option but you should be limited to how much you can dig, and say every 30 seconds you gain more to your count of how much you can dig, And certain 'dense' blocks take more to dig through but are located deeper in the ground.
Just suggestions.
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Mon Aug 23, 2010 10:56 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: LudumDare 18
I was actually just going to give the harder blocks more HP and make them have a steeper armour curve tbh. Map's also likely to be a _lot_ deeper and wider in the end once I've got some optimisation happening and, you know, all the intended features. I'm taking a different route to what I normally do and leaving mapgen till later on in the game. Working on the support mechanic atm.
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Tue Aug 24, 2010 4:14 am |
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