Kinda. Actually it was a hand-drawing I made long, long, long ago and recently discovered it after sorting through some of my old files recovered from a hard-drive crash. It's so cute and evil that I just had to enter it into the contest. <3
It shouldn't be too much then. Again, I would focus on the building mechanic, and if it's like Sim City or something, then you will want to focus on the time it takes the building to complete, when it can be upgraded, the money system and how expensive things to build are, what natural disasters or invasions are going to do to destroy things, how much health a building has for that purpose, etc.
Or, if it's like one of those, "Put the buildings in order to maximize your highway/city" sort of games, then it would be the sequence in what buildings should be built and when, what other buildings they upgrade by building them, and what buildings affect max population, etc.
In other words, focus on the mechanics itself, then beautify it when it's all said and done.
<3 That was the intent, of course. <3 I'm just glad I found this little guy while sorting over some of my recovered hard-drive files (it's been a year and I'm still sorting through them. -.-) I hope this at least brings a chuckle for halloween. :3
The best thing to do is get the core game up and running first; programming your core engine to the specifications of your game type, for example, focusing on creating a base outline for your story, using placeholders for music and graphics if needed so you can get a generic "feel" of how you want your game to look. Also, hold off on minor characters until your main game's characters are in place. Focus mainly on putting the Core itself together: Building the strategy system, the inventory and menu systems, etc. Those are the core components I'm talking about.
Once you have the base game laid out and complete, you can go back through and change the placeholders to something more original as well as adding all the non-essential NPCs or characters, if any. The name of the game is reducing your focus to one or two things at a time so that you don't burn out, especially if you are only a 1-2 person team. I will admit that burn out was the reason why so many of my earlier projects never saw the light of day.
A variation with the flag up? You know, I never thought of that. I really should do one like that.
EDIT: And done! You can download the new sprites through the Mailbox_Patch.zip!
Grats, Joth! Well done!
That's actually really good; a nice take on the slime. The internal organs are a nice touch.
That's nice, chaser. <3
Cute. <3
Kinda. Actually it was a hand-drawing I made long, long, long ago and recently discovered it after sorting through some of my old files recovered from a hard-drive crash. It's so cute and evil that I just had to enter it into the contest. <3
It shouldn't be too much then. Again, I would focus on the building mechanic, and if it's like Sim City or something, then you will want to focus on the time it takes the building to complete, when it can be upgraded, the money system and how expensive things to build are, what natural disasters or invasions are going to do to destroy things, how much health a building has for that purpose, etc.
Or, if it's like one of those, "Put the buildings in order to maximize your highway/city" sort of games, then it would be the sequence in what buildings should be built and when, what other buildings they upgrade by building them, and what buildings affect max population, etc.
In other words, focus on the mechanics itself, then beautify it when it's all said and done.
Well, he can be used for any occasion. <3 Not just halloween. Maybe in an RPG Maker game about a call center XD.
<3 That was the intent, of course. <3 I'm just glad I found this little guy while sorting over some of my recovered hard-drive files (it's been a year and I'm still sorting through them. -.-) I hope this at least brings a chuckle for halloween. :3
The best thing to do is get the core game up and running first; programming your core engine to the specifications of your game type, for example, focusing on creating a base outline for your story, using placeholders for music and graphics if needed so you can get a generic "feel" of how you want your game to look. Also, hold off on minor characters until your main game's characters are in place. Focus mainly on putting the Core itself together: Building the strategy system, the inventory and menu systems, etc. Those are the core components I'm talking about.
Once you have the base game laid out and complete, you can go back through and change the placeholders to something more original as well as adding all the non-essential NPCs or characters, if any. The name of the game is reducing your focus to one or two things at a time so that you don't burn out, especially if you are only a 1-2 person team. I will admit that burn out was the reason why so many of my earlier projects never saw the light of day.
I hope this helps at least somewhat.
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