No problemo, it's a fun and hilarious game.
I prefer Imphenzia's method of using a single pixel for each colo(u)r in the texture atlas. The video also doesn't mention anything about how to get the "unlit" look, which is what I was after. Sorry for not specifying ¯\_(ツ)_/¯ still a relative n00b at gamedev/3D. But I think I might look for "diffuse" materials and see what those do.
MartianGopnik
Recent community posts
How did you achieve this graphical style? I got similar results in Blender with very weak emission materials and no lighting, but I'm curious to see how other people are doing it and I dunno where to read about things like this... I've seen this style of graphics in several games, now and all of them look really cool.
For reference:
Green dirt - 6 cargo, $6
Purple dirt - 4 cargo, $4
Three orange diamonds- 47 cargo, $47
(I see a pattern, here...)
One black square - $8
Two black squares - $12
Two green diamonds ("\" arrangement) - $100~110
Two green diamonds ("/" arrangement) - $86~103
(I gave up once I realised there was some price variance)
The "cleaned" gauge maxes out one item before the level is finished; the progress bars for the individual items may max out early as well, but it's difficult to tell. This confused me a bit and I went back to the main menu to find that I lost all progress. I eventually figured it out when I went into the pause menu and found the key for radar. The radar is very handy. Also, it can get a little tricky to find like the very last pixel that you need to clean.
While this is already quite a beautiful and complex game, I see that the procedural generation is a bit rough, still. For instance, on the second level of the cave that is due-east of town, at least 75% is walled off from where you enter. I believe the seed number is 2708623202, if seed number appears in the bottom-right of the pause menu with version number and that. I have also had bodies of water block off a large part of a cave, but can't cite a seed number.
I think it would be really useful to have an option to blow up the mini-map to full screen, as well. At least for me. I tend to venture pretty far on occasion and forget the exact direction/location of the town. Thank goodness my character has never died under these circumstances, lol.
I like the "Paper Mario"-style sprite animations.
The way the music fades out as you get further away, and phases from left to right as you move in different directions is a really cool and innovative form of compass. Also neat that it never fades out completely, even as I drove past the edge of the map, lol.
I never did find out what "E" does, nor did I figure out what to do with the coins. Perhaps you ran out of time to implement a "store" section...
Also, your hilarious and creative interpretation of the jam theme of "combine" as "com-bine" rather than "com-bine" gave me a chuckle.
I think the controls are adequate (and I have no ideas on how to improve them) but I invariably end up just above the coins when accelerating continuously; I think multiple camera angles would be beneficial.
Also, are later versions of this going to be in a place with air resistance? (ie, the force that slows the ship down when thrust is cut off)
Cool game, but it's a bit tedious to go around checking every building to make sure the colony doesn't crash and burn for whatever reason when the next turn rolls around. Having the resources displayed in the UI at the top appear as "0/3 (+3)" instead of just "0/3" would help speed things up significantly. Better still if the appropriate resource production number(s) in brackets were to change--optimally both numerically and in colour--as the player moused over a build option.
The "go up a level" tiles could stand to be more visible. It took me a while to clue in to what they were... Maybe make the little box on the wall glow blue or something?
I am also stuck.
I have the left gun module, but no gun for it. I put two fuses in the control unit; it doesn't seem to do anything. I can select cracked walls, but can't destroy them. All I can seem to do in the upper-right unmarked mine is rapidly deplete my credits trying to get to what appear to be three health bars. I have checked all of the storage boxes that I can find in the lower mine entrance (even the one behind the three enemy bots). If the way across the lava is "straightforward", I guess I am just not a straightforward thinker, lol ¯\_(ツ)_/¯