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Post by Duralminaa on Apr 27, 2019 23:33:59 GMT
Hi all! As was suggested by Caffeine, I am making my own thread dedicated to the project that I am working on: LUXOR Clickers. This is going to be my own custom LUXOR application which will introduce a full campaign based on Luxor 2's dagger bonus stage. I will post updates here as I go and you will be able to see the progress over the time. For now, the basic plan for content is: *Two campaigns: 1. Main campaign (made by me) 2. Community campaign (if people would like to participate, I will accept level submissions which I will add into the game for everyone to play: NOTE- I do not accept any submissions at the moment. When submission can be submitted, you will be notified and the rules for submission will be mentioned. *4 difficulties of stages: 1. Normal 2. Hard 3. Nightmare (equivalent to Challenge of horus) 4. Akumu The game will be released in episodes which you can then download and replace the old .EXE file to continue the adventure. (Yes I am looking for beta testers) For now, I still gotta design the engine, and I will release a playable demo once first episode has been finished. Thanks for reading and I will keep you posted. If you have any questions, ask here so everyone can see information when I respond. Cheers! -H4TORAA
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Post by Quang Thành VC,GT channel on Apr 28, 2019 22:53:12 GMT
You have created that mod but you have to create the image you are playing
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Post by mruknownerbrian on Apr 29, 2019 19:03:07 GMT
Looks interesting enought. I can't wait to give a try when the first episode finishes.
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Post by Duralminaa on May 4, 2019 11:09:24 GMT
***Update 1*** -The basic level map has been designed (changes may still be made) and it can now be used to select the levels that you wish to play. There will be 4 separate maps for each difficulty. Difficulties will unlock gradually. This should prevent players from tackling harder modes before first getting used to the gameplay (Trust me, it feels much different even to me and I play LUXOR non stop).
- The basic engine is also almost fully functional. Spheres follow the path, shooter moves using mouse. How will the players shoot? As usual, using left click but this time you get to choose which sphere you are gonna launch. The color is shown using the pointer's color. You can change the color by scrolling the mouse wheel up or down. To me it feels pretty smooth.
-------------------- Next update: - Due to the engine's severe limitations and buggy path system, I will have to replace the spheres with energy set and make them rotate in frontal direction no matter how they move along the path. What will this gain? Surely, the animation may not make much sense but this will in turn make the pathing system work much easier and there will be no visual glitches when animation direction plays. -Will change the overall path system -Pyramid threatening glow will be added -Spheres will be destructible (finally) -Death scene will be implemented -H4TORAA
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Deleted
Deleted Member
Gems: 0
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Post by Deleted on May 17, 2019 10:14:21 GMT
Hey there! Just stopping by to say I've pinned this thread to the top as I do believe it's really interesting and has great potential!
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Post by Duralminaa on Jun 29, 2019 19:13:55 GMT
***Update 2 notes***
Sorry it took a while since last update, but it was definitely worth it because:
-The game engine has been polished thanks to the help from Clickteam community.
-The spheres are now given realistic Luxor movement which includes smooth rolling animations and path following. Spheres also stop in case the chain is broken and will continue to move once the gap is closed.
It is now very safe to say that buggy path movement is resolved fully.
The development of Luxor Clickers will now be expedited and demo will be released once first episode is finished.
Will keep you posted~
Dural.
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Post by Duralminaa on Jul 6, 2019 17:33:48 GMT
***Update 3 notes***
The main map and instructions have been implemented. I will just be extending them as needed.
It is finally time to start designing the levels. I have been thinking a little how to balance the difficulty out and I have came up with the following rules that should apply so far (see bellow and the rules MAY CHANGE).
Every difficulty has positive and negative sides:
NORMAL DIFFICULTY:
-Spheres roll at a moderate speed -Powerups have high chance of spawning
-1x score multiplier -Gems that spawn are more common and worth less points
HARD DIFFICULTY:
-2x score multiplier -Gems that spawn are slightly less common and are worth more points
-Spheres roll 2x the normal speed -Powerups have slightly less chance to spawn
CHALLENGE OF HORUS DIFFICULTY:
-3x score multiplier -Gems are rare and worth much more points
-Spheres roll 3x the normal speed -Powerups have very low chance of spawning -Powerups last 2 seconds less
悪夢(AKUMU) DIFFICULTY:
-5x score multiplier -Gems are very rare and worth alot of points
-0.1 % Chance to spawn legendary gem which boosts the score and level progress
-Spheres roll 5x the normal speed -Powerups spawn occasionally -Powerups last 2 seconds less
-Spheric bind: Missing a shot completely results in an instant loss
I will keep you posted further!
Dural~
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