PuzelGulls School of Magic

Community Forums/Showcase/PuzelGulls School of Magic

Duckstab[o](Posted 2007) [#1]


SCREEN SHOTS
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http://duckydata.co.uk/FreeMedia/modules/myalbum/viewcat.php?cid=15
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Early Dev Shot of my first entry to the indie sales markets

It Is built around classic match 3 but with several variations and additions to the concept

Colour Chains 3+
Letter Chains 3+
SpellsWords
PowerWords
Elemental Seals need a N*level Magic to Destroy
Dynamis Seals Need to destroy sealNodes and cast powerWord Dynamis to destory

PlayGrid That can extend during gameplay under special conditions

Modes of Play..
1.. Story
2.. Classic
3.. WordMaster

hoping to have first demo up by next saturday






Duckstab[o](Posted 2007) [#2]
This is using Grey Aliens Excellent Blitzmax Framework 1.03

Ive Given myself the task of creating this game in 28 days see Log.

Currently at Day 8


Grey Alien(Posted 2007) [#3]
I was trying not to be the first one to post ;-) But anyway, it's looking cool. But it also looks complicated, letters AND colours. Maybe too much for my simple brain unless it's made really obvious how to play it...


Duckstab[o](Posted 2007) [#4]
As you progress in the Story you learn the 10 words of magic

an easy example is the introductions to fire
ie (FireGrid a)
Spellword = F+I+R+E
Boostword = F+I+R+E all Same colour
PowerWord = F+I+R+E all in Red

Target Level 10 Elemental Fire (This is achieved from same colour chains 3+

Target Level 50 WordFire (This is achieved from Casting =

SpellWord = +1 Level
BoostWord = +3 Level +1 Elemental Colour
PowerWord = +6 Level +3 Elemental Colour

basic game play is easy

Not all 26 Letters are in any one level this is a factor of what elements rule

ie Fire

LetterAvailable = "F I R E"

ie Fire + Wind

LettersAvailable = "F I R E W N D"

so all tiles are usefull anyway hope to be hosting the demo soon will ad a 5-10 level version teaching the simple principles


Grey Alien(Posted 2007) [#5]
OK. I'll be interested to see the demo, but make it really good before releasing it as you know what these forums can be like.


Duckstab[o](Posted 2007) [#6]
SCREENSHOT MOVED TO SERVER BROWSER
Early Layout concepts for beginning levels For covering the Art of Chains and Word


LarsG(Posted 2007) [#7]
nice "HUD" graphics.. :)

well.. except for the...:
"PuzelGulls"
"School of Magic"

..text though... Maybe do a gold coloured text of it as well?


Duckstab[o](Posted 2007) [#8]
@ LarsG

nice "HUD" graphics.. :)

well.. except for the...:
"PuzelGulls"
"School of Magic"

..text though... Maybe do a gold coloured text of it as well?

Yeah still a place holder designing the graphics is eating into the dev time I would say so far 40% of time has been working over sprite scales and deisgns


Grey Alien(Posted 2007) [#9]
yeah nice HUD. Is it a paintshop pro job?


Duckstab[o](Posted 2007) [#10]
yep psp still a lot of alpha tweaking to do and adjustments to shadow distances

@ LarsG this any better

SCREENSHOT MOVED TO SERVER BROWSER


Grey Alien(Posted 2007) [#11]
I don't think Courier is a suitable font for any game logo (unless it's an army one) and it's too thin for that effect so it looks funny.


Duckstab[o](Posted 2007) [#12]
this one anybetter ?

SCREENSHOT MOVED TO SERVER BROWSER


Grey Alien(Posted 2007) [#13]
No cos I can't read it. That took ages to load are you uploading pngs?


big10p(Posted 2007) [#14]
He is. Pngs on complex images like this don't really buy you much, TBH.

Maybe try making the font bold. Also, what does PuzelGulls mean?


Duckstab[o](Posted 2007) [#15]
SCREENSHOT MOVED TO SERVER BROWSER

Settled for plain bold type

Puzelgull is the main character in the game he become a wizards apprentice to solves a puzzle box given to him on his birthday

btw switched png for jpg to save your bandwidths :) sorry


Fuller(Posted 2007) [#16]
thats a much better logo HUD font


Grey Alien(Posted 2007) [#17]
yeah looks better.

He is. Pngs on complex images like this don't really buy you much, TBH.
Yeah that's what I meant he was using png's thinking that they'd be better than bmps but they can still be huge on detailed images so jpg is the way to go for screenies unless you have a specific issue that needs a precision screenshot.


Duckstab[o](Posted 2007) [#18]


Been working on the Front for the Game Trying out a few styles atm


Grey Alien(Posted 2007) [#19]
How did you do the MO for the round buttons? As my framework only tests rectangular areas, although I'll be adding bitmap collion dection for buttons at some point.


Duckstab[o](Posted 2007) [#20]
It still is using rectangular tests at the moment It shouldnt be to hard to hack the Menu to do a full collision with an array of tbutton to collide with mouse then return fake result to manager might cost a few extra fps but will still work
or ill just rewrite Tmenu to use pixelperfect


Grey Alien(Posted 2007) [#21]
Yeah it won't be hard and won't give hardly any slow down, especially as that screen doesn't have anything else going on.


Duckstab[o](Posted 2007) [#22]
all screen shots have been moved to

http://duckydata.co.uk/FreeMedia/modules/myalbum/viewcat.php?cid=15
to save on a little bandwidth only have 99gig left for the month :(


Grey Alien(Posted 2007) [#23]
99 gig is tons.


Duckstab[o](Posted 2007) [#24]


been working over the level conditions and finally working


Duckstab[o](Posted 2007) [#25]


new tile designs for magic mode


Geehawk(Posted 2007) [#26]
I find those tiles really hard to look at.
Too many reflections I think.


GfK(Posted 2007) [#27]
I agree.

Plus, if this is a match 3 game, there are no moves available in the screenshot above.


Duckstab[o](Posted 2007) [#28]
you use mana and can move a tile 2 spaces big chain = more mana

plus also there are over 15 single moves available there it just your being blind sided by its apparent complexity

Uses Classic Match 3+ ie (Same Colour) (Same Rune) (Both) (RuneWords)


Duckstab[o](Posted 2007) [#29]
New Screenshots added to top


GfK(Posted 2007) [#30]
plus also there are over 15 single moves available there it just your being blind sided by its apparent complexity
If that's true, there goes 99% of your potential indie sales.

"Apparent complexity" is the absolute LAST thing you need for a successful indie game.


Ross C(Posted 2007) [#31]
I think that screenshot looks a bit hard to take in. The contrast of the backround is too high, and interferes with the buttons and text. Also, i think those round buttons, with the rounded text on them doesn't look very good. not played the game yet though, i'm just commenting on the cosmetics :o)


big10p(Posted 2007) [#32]
K.I.S.S. ;)


Grey Alien(Posted 2007) [#33]
I would say there's probably quite a lot of room for improvement (graphically and complexity-wise) but this is still a WIP. It's still worth finishing to see what was learned and how to make the next game better. My first games were stepping stones to my current games (and beyond).