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Phishfood Pre-Alpha [New Dev Screens/Lvl 2] #274697
06/28/09 04:43
06/28/09 04:43
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
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Phishfood Pre-Alpha [New Dev Screens/Lvl 2]

Hard day at work? Want to just sit down and relax, not to think very much, and still be entertained. We have a game for you.

We welcome you to try Phishfood!

Right now we are releasing a demo showing the basic features. The game is very simple and slightly addictive, but in a relaxing way. Just move your direction bubble around and your fish will follow. Run your fish into a smaller fish to eat it and grow, the bigger the fish the more you'll grow from it. Beware, if you bite off more than you can chew by running into or being attacked by a larger fish you lose!

Currently the demo shows a WIP of the first level, a simple coral, fairly shallow, and with slow fish, but still it is challanging.

Known Issues:
No bounds yet for either the fish or the bubble.
Perfecting movement speed needs to be done.
Instant start makes the fish jerk around right away.
Defaulted to a widescreen resolution.
No Menu.
Distortion effect makes fish look larger than they really are.

Added screen shot of second level development. Progress is going slow but it is progressing.


Last edited by lostclimate; 10/21/09 21:27.
33 Comments
Re: Phishfood Pre-Alpha [Demo] [Re: lostclimate] #274755
06/28/09 10:25
06/28/09 10:25
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Yes, you can keep the controls just like that.

They are simple to use, and dont require any leaning.
(thats the way how casual games should work)

With these controls, the player can do quite anough actions already
for a casual game.

Lets see how this game will evolve.

Re: Phishfood Pre-Alpha [Demo] [Re: Damocles_] #275383
07/01/09 08:45
07/01/09 08:45
Joined: Dec 2008
Posts: 528
Wagga, Australia
the_mehmaster Offline
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the_mehmaster  Offline
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Joined: Dec 2008
Posts: 528
Wagga, Australia

Re: Phishfood Pre-Alpha [Demo] [Re: the_mehmaster] #275514
07/01/09 16:51
07/01/09 16:51
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
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lostclimate  Offline OP
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
Heh yeah, it was funny because right now you can eat anything not passable based on its scale_x, so before i made the level passable,once you got to a certain size you could eat the level.

Re: Phishfood Pre-Alpha [Demo] [Re: lostclimate] #275735
07/02/09 09:10
07/02/09 09:10
Joined: Dec 2008
Posts: 528
Wagga, Australia
the_mehmaster Offline
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the_mehmaster  Offline
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Joined: Dec 2008
Posts: 528
Wagga, Australia
i like that.. You should definately keep that feature for final release grin

Re: Phishfood Pre-Alpha [Demo] [Re: lostclimate] #275807
07/02/09 12:43
07/02/09 12:43
Joined: Apr 2009
Posts: 274
atari98 Offline
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atari98  Offline
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Joined: Apr 2009
Posts: 274
Ha ha ha it´s cool.It´s a funny idea


Meine Fun Websiten
www.free4-fun.de.tl

www.gamer-liga-live.de.tl

Meine Game-Projekt Websiten
www.gamer-projects.de.tl
Re: Phishfood Pre-Alpha [Demo] [Re: atari98] #275863
07/02/09 14:46
07/02/09 14:46
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Posts: 2,488
Don't take what i say too seriously :

From a 3D art point of view , it's a 10 year old game.
Why not making lot lot more detailled models ??
They are very cubic , you could use very detailles ones , with normal maps also ?
The scene is so empty , that it will not change framerate at all !!!

OR you could make a cartoon version ?
Caus it's simple copy and paste of textures.

refining 3D art , will only make you progress in making good games looking good enought laugh

Re: Phishfood Pre-Alpha [Demo] [Re: ratchet] #275905
07/02/09 17:54
07/02/09 17:54
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
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lostclimate  Offline OP
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
It's not supposed to be detailed. Wow, you really don't seem to get many concepts behind things, this game is not going to contain any actual shaders, only ffp effects, and not going to contain any high res models. The point is to have a low resolution game that works on most pc's and is quick to play, and very simplistic. Not everything has to be AAA in fact if you knew anything about the game design industry, you'd know successful developers in the casual field generally even make more than those in the AAA field, because of the volume of packages sold and lower cost of development and royalties.

Re: Phishfood Pre-Alpha [Demo] [Re: lostclimate] #275994
07/03/09 02:08
07/03/09 02:08
Joined: Dec 2008
Posts: 528
Wagga, Australia
the_mehmaster Offline
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the_mehmaster  Offline
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Joined: Dec 2008
Posts: 528
Wagga, Australia
Could i use that ffp environment mapping effect in A7 extra?
would be quite useful..

Re: Phishfood Pre-Alpha [Demo] [Re: the_mehmaster] #275997
07/03/09 03:17
07/03/09 03:17
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline OP
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lostclimate  Offline OP
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
yueah, i think extra allows ffp

Re: Phishfood Pre-Alpha [Demo] [Re: lostclimate] #276006
07/03/09 07:40
07/03/09 07:40
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
Yes, most peole here think that shaders and high-res models
are a must, happy that the games still run at 20FPS on their
power-gamer PCs.

There is even a new trend now called
"games for Netbooks"
Such as Gameloft is working on now.
They have very low poly 3D casual games, but they run fine on
the small Netbooks.

You game fits in this caterory.

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