[LOOM] Loom - A Mystical Adventure Game
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- L4E_WakaMol-King
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- Calc Master
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- Calc Master
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- Joined: Fri 17 Dec, 2004 9:53 am
- L4E_WakaMol-King
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Yeah, I played it again last night too. I think it's too short. I will probably add a few extra puzzles to it. IMO, a lot of the puzzles at the end of the game are too easy to figure out.
Last edited by L4E_WakaMol-King on Sun 23 Apr, 2006 8:58 pm, edited 1 time in total.
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- L4E_WakaMol-King
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This is for anyone who had not played the PC game. Please look at this and tell me what you see. This is the village of the Weavers. What are the objects you see in the picture?
Played the game through agian last night inspired me to do a lot of graphic work for Loom Island, so hopefully this week I will have all those maps done and post a pictures of them.
For anyone not watching the Programming Help forum, I also have the splash screen working in near-flickerless 4 color greyscale.
Played the game through agian last night inspired me to do a lot of graphic work for Loom Island, so hopefully this week I will have all those maps done and post a pictures of them.
For anyone not watching the Programming Help forum, I also have the splash screen working in near-flickerless 4 color greyscale.
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- L4E_WakaMol-King
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Yay! Hopefully that's what others see also...kalan_vod wrote:tents
Sorry about the little bits of color. When I design these maps, I have my own little color scheme that I use... and sometimes I miss a few pixils when converting the maps to screenshots.
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- L4E_WakaMol-King
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Here is the Map Schema for Loom Island, the first (and last) of the 7 areas in the game.
Loom Island
The Mainland (Bigger than Loom Island)
The Dragon's Cave (About the same size)
The Desert (Smaller)
The Forge (Smaller)
The Cathedral (Smaller)
Loom Island Again
The blue lines show you how the different maps connect to one another.
Loom Island
The Mainland (Bigger than Loom Island)
The Dragon's Cave (About the same size)
The Desert (Smaller)
The Forge (Smaller)
The Cathedral (Smaller)
Loom Island Again
The blue lines show you how the different maps connect to one another.
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- L4E_WakaMol-King
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Right now I'm doing mostly design work... which means copying the text from the game into a usable calc file, drawing maps and tiles, and conceptually working out how the game is going to be programmed.
There are so many cut scenes in the game that I think I will have to create my own little scripting language to handle them. It will be sort of object-oriented. Basically, the game will keep track of the people on the screen... where they are, what their animation frames are, etc. The scripting language will have commands like "Move character X up 2 spaces" and "Character Y says 'Hello.'" The tricky part will be engineering this so that multiple scripts can be running at the same time... for example, two character can be moving at the same time.
There are so many cut scenes in the game that I think I will have to create my own little scripting language to handle them. It will be sort of object-oriented. Basically, the game will keep track of the people on the screen... where they are, what their animation frames are, etc. The scripting language will have commands like "Move character X up 2 spaces" and "Character Y says 'Hello.'" The tricky part will be engineering this so that multiple scripts can be running at the same time... for example, two character can be moving at the same time.
Last edited by L4E_WakaMol-King on Mon 24 Apr, 2006 11:40 pm, edited 1 time in total.
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