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benitosub
benitosub Apr 5 2015, 12:52pm replied:

Yeah, initially the idea was for most floors of the tower to be procedurally generated maps.

Cyangmou and myself had a lot of discussions over this point, but ultimately we decided that "human" level design has an added quality to it that procedural generation just can't match.

I feel like I should stress that I'm talking about level design here, not the actual look of the rooms. So things like enemy placement, secret rooms that are a bit more elaborate than a simple hidden switch, being able to playtest a level over and over until every spawn, every ammo crate, every health pack is strategically placed to optimize the game experience; that kind of stuff...

I mean a lot of people heap praise on games like Castlevania, Metroid, Megaman, etc. for their brilliant level design, and that's obviously not something you achieve by procedurally generating semi-random rooms and placing semi-randomized traps and loot based on a finite set of rules you feed your generation algorithm...

So in the end we made our choice :) It sure is a lot of work, but I'm hoping it will pay off in terms of the quality of the experience ^_^

Cheers!

+1 vote   news: Update 16: First level and weapon combos
benitosub
benitosub Apr 4 2015, 3:14am replied:

Hey,

it's the classic dual wielding, so left mouse (or trigger if you play with a gamepad) -> primary weapon and right mouse -> secondary weapon. You are free to use either one or both at the same time (gotta think of the ammo though!).

And yeah of course this will need some careful balancing ^_^

Thanks for commenting!

+1 vote   news: Update 16: First level and weapon combos
benitosub
benitosub Apr 3 2015, 1:57pm replied:

It's all in the details ;)

+2 votes   game: Tower 57
benitosub
benitosub Apr 3 2015, 1:57pm replied:

Thanks!

I'm glad you like the style, we are trying to do something a bit outside of the typical fantasy mold (though I love fantasy as well!).

And yeah, it runs at 60fps on my 2010 macbook, I think that's a pretty decent minimum specs :)

Cheers and thanks for posting!

+3 votes   game: Tower 57
benitosub
benitosub Mar 30 2015, 6:08am replied:

Thanks! Yeah I think the art-deco elements give it a similar vibe :)

+1 vote   news: Update 15: New animations, doors, and music
benitosub
benitosub Mar 30 2015, 6:07am replied:

Haha nice catch! Definitely fixing that for the next build :)

+1 vote   news: Update 15: New animations, doors, and music
benitosub
benitosub Mar 30 2015, 6:06am replied:

Thanks, and Raf is just getting started ^_^

+1 vote   news: Update 15: New animations, doors, and music
benitosub
benitosub Mar 21 2015, 3:18pm replied:

Oh hehe sorry I guess I wasn't very clear, those are "in-game resolution" but they are "cut-off" so the gif doesn't take up too much space ... The character doesn't actually take up 1/6th of the screen, that would be pretty unplayable ^_^

+1 vote   news: Update 14: New animations and flocking behaviour
benitosub
benitosub Mar 16 2015, 4:20pm replied:

Maybe we'll take it away from the Diplomat and give it to the Don :)

+1 vote   news: Update 13: The Don
benitosub
benitosub Mar 16 2015, 4:18pm replied:

Thanks!

+1 vote   news: Update 13: The Don
benitosub
benitosub Mar 16 2015, 4:18pm replied:

Oh yeah definitely! The last thing we want is the dash to be used as a "bunny hop", it's just easier to test this way ^_^'

+1 vote   news: Update 13: The Don
benitosub
benitosub Feb 28 2015, 6:47pm replied:

Oh and glad you mentioned the emergent gameplay, you're the first one to do so, and it's one of my favorite features too :)

+2 votes   game: Tower 57
benitosub
benitosub Feb 28 2015, 6:46pm replied:

Glad you like it :)

+1 vote   news: Update 2-27-15
benitosub
benitosub Feb 28 2015, 6:45pm replied:

Thanks! Hope you'll like next week's update!

+1 vote   news: Update 2-27-15
benitosub
benitosub Feb 28 2015, 6:43pm replied:

Agreed, I especially like it when you can see the concept and result side by side!

+1 vote   news: Update 2-27-15
benitosub
benitosub Feb 28 2015, 1:12pm replied:

Not as glad as we are ^_^

Thanks for tracking!

+2 votes   game: Tower 57
benitosub
benitosub Feb 27 2015, 5:55pm replied:

Thanks for tracking!

+2 votes   game: Tower 57
benitosub
benitosub Feb 25 2015, 3:11pm says:

Oh man, you were our first comment and I'm only seeing it now ^_^

Thanks! Hope we won't let you down!

+2 votes   news: Back on track!
benitosub
benitosub Feb 23 2015, 6:25pm replied:

Thanks for tracking! We post weekly updates so I hope you won't regret it :)

+2 votes   game: Tower 57
benitosub
benitosub Feb 23 2015, 1:53pm replied:

Ah and there's actually another cool improvement that is hinted at in one of the gifs ;) (we were planning on showing that next week or the week after, it's still missing some graphics but the code is there to support it)

+2 votes   news: Update 2-22-15
benitosub
benitosub Feb 23 2015, 1:51pm replied:

Hehe I assume you mean the forklift and car, but yes you are absolutely right! We actually have "fuel puddles" that get spawned from oil barrels for example, and are obviously very flamable, but I haven't gotten around to hooking them up to all objects that require them just yet ^_^

+2 votes   news: Update 2-22-15
benitosub
benitosub Feb 23 2015, 1:35pm replied:

Thanks, yeah a single step just didn't cut it ^_^

+2 votes   news: Update 2-22-15
benitosub
benitosub Feb 23 2015, 1:29pm replied:

Thanks :)

+2 votes   news: Update 2-22-15
benitosub
benitosub Feb 15 2015, 3:54pm replied:

Hehe yeah definitely, as I mentioned in another comment I like to quickly prototype ideas to see how they work, then iterate and refine the stuff that turns out alright, so especially for the weapons they all start out very rough, then get progressively fixed up (correct projectile, shadows, gun graphics, effects, etc.).

As a matter of fact we've thrown out a couple of ideas already that sounded good on paper but felt broken once implemented, and most of the existing weapons went through several variations before reaching their current form.

And thanks, I'm pretty happy with the "gun that doesn't act like a gun" thing, it works especially well in co-op where you don't have to switch between weapons but can have one player impaling enemies while the other fries them up.

We still have a couple of ideas for "co-op weapons" but I guess this reply is getting long already so I'll save that for some future update ^^'

Cheers!

+1 vote   news: Update 2-15-15
benitosub
benitosub Feb 15 2015, 3:47pm replied:

Thanks! We still have a couple of really cool things we're working on, I hope to be able to surprise you soon :)

+1 vote   news: Update 2-15-15
benitosub
benitosub Feb 15 2015, 3:46pm replied:

Glad you like it :)

+1 vote   news: Update 2-15-15
benitosub
benitosub Feb 15 2015, 3:45pm replied:

Thank you for the kind words! Working on details is my "reward" for when I complete a big feature or an annoying task :D I find a zen-like satisfaction in iterating over and over a small detail until it feels just right and can be filed in the "done" part of my brain ^^

+2 votes   news: Update 2-15-15
benitosub
benitosub Feb 15 2015, 3:43pm replied:

Hehe yeah it was only a matter of time until somebody pointed that out, and you are 100% right, it's one of the things somewhere in the middle of the current to-do list ^^'

I've actually been thinking about posting our roadmap / to-do list as well as the items we tick off every week, but I'm afraid it would get boring quickly and people seem to prefer animated gifs for some reason :D

Cheers!

+4 votes   news: Update 2-15-15
benitosub
benitosub Feb 14 2015, 8:33pm replied:

Thanks for tracking! I can't resist good pixel art myself ^_^'

+1 vote   game: Tower 57
benitosub
benitosub Feb 14 2015, 2:08am replied:

Thanks, glad you like it!

+1 vote   news: Update 2-8-15
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