Calling all game designers!

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Re: Calling all game designers!

Postby Karyete » August 19th, 2016, 10:53 am

A fantasy-modern hybrid allows us to be really creative, so I reckon we should try that.

So each level has different puzzles that can only be solved by using certain abilities, right? And each mage has different abilities that can be used, so I'll just put down a few potential abilities that could be used for each mage. Keep in mind they also function as combat moves, and also I was thinking that certain abilities aren't given to you at the start of the game (shown with italics).
These are just my ideas, and it's more of a case of 'can we actually pull that off' than anything. Please tweak them as you wish.

Water Mage: show
Water Spray - Shoots out a short-ranged wave of water, and can be used repeatedly. Can be used to extinguish flames. Can be angled and used in midair. (Water Mage's standard attack, able to be used quickly and deal solid damage. Also quite mobile, and useful in some fire-related puzzles.)

Geyser - Uses a powerful geyser to blast the user upwards. Damages from all sides, but can only be used on the ground. (Useful for reaching higher ground or if you're surrounded by enemies.)

Forceful Wave - Surrounds the user in several powerful waves for a second. Deals little damage, but protects the user and has high knockback. (More of a protective spell. Perhaps it could reflect projectiles, and thus be used for certain puzzles?)

The Water Mage is a defensive class; the player starts as her so she shouldn't be super powerful, but have a nice balance of mobility, attack and defense so she's not just useful at the very beginning. Her standard attack is formidable but not strong, and can be used with accuracy. Her Geyser provides quick mobility and can be used to escape bad situations, while her Forceful Wave is just a straight-up shield that can not only provide the player with a break from combat, but can actually be used to fight back by reflecting projectiles.


Electric Mage: show
Thunderbolts - Fires three quick bolts of electricity in a straight line. Can be aimed to the sides or upwards. (Standard attack.)

Charge Dash - Dashes forwards quickly while being charged with electricity. Can be used in midair, and cuts through weaker enemies. (A mobility attack, which can be used for dashing past obstacles with strict timing.)

Arcblast - Charges up and fires a slower, but stronger bolt of electricity. If it hits an enemy or item, it will fire arcs of electricity to nearby objects. (Useful in puzzles where you need to activate objects in a short amount of time, as well as taking down groups of enemies.)

The Electric Mage is a little quicker than the Water Mage, and is a lot better at crowd control. His Thunderbolts cut through weaker enemies and deals a lot of chip damage, and his Arcblast reliably hits multiple targets at once. His Charge Dash also cuts through weaker enemies, and provides the Electric Mage with a bit of mobility as well as an emergency recovery. However he doesn't have a reliable way to get out of tough spots, since his Charge Dash doesn't get him airborne and his Arcblast requires charging.


Fire Mage: show
Flamethrower - While the button is held, the user continues to fire several small, but powerful fireballs with slightly random angles. (Standard attack.)

Meteor Impact - Charges up for a moment, then jumps straight up, leaving an explosion at the Fire Mage's feet. Alternatively, it can be used in midair to get to ground quickly, causing an explosion as the user does so. (A ground pound-like attack. Can be used for breaking through certain walls and tackling groups of enemies.

Fire Whip - Using a thin trail of heat energy, the Fire Mage can swing a whip around him, which has a wide range. Attacks differently depending on how the Fire Mage is moving:
  • No movement - Swings the whip upwards in front of him.
  • Walking - Swings the whip straight outwards with huge range.
  • Jumping - Swings the whip in a circle around him (think of LL's midair attack).

The Fire Mage deals a lot of damage, regardless of the circumstances. His fireballs rack up a lot of damage quickly on single targets, but aren't great for precise aiming. His Meteor Impact only deals damage on ground level but can decimate crowds of enemies, although there's some risk in using it. His Fire Whip is weak, but has a lot of range and covers him well. None of his attacks have any mobility, meaning the Fire Mage struggles against difficult platforming, but enemy encounters are his strong suit.


Nature Mage: show
Leaf Flurry - Fires a flurry of sharp leaves, dealing small amounts of damage rapidly and cutting through weak enemies. Continues as long as the button is held. Using in midair and holding down angles it downwards. (Standard attack.)

Hover Leaf - Deploys a leaf which greatly slows the Nature Mage's fall. On the ground, the user will quickly shoot upwards before deploying the leaf. (Useful for mobility, and for crossing large gaps.)

Energy Missile - Charges for a moment, then charges in one of eight directions. Cuts through weaker enemies and can be used in midair. (Can be used for a 'second jump', or against enemies. Also helps to reach higher ground.)

The Nature Mage excels in mobility. She has the ability to slow her fall, which can be useful for positioning and for crossing large gaps, and even for escaping sticky situations. However, it has no effect on enemies directly. Her Energy Missile attack is similar to the Electric Mage's Charge Dash, but she can choose the direction she travels in, despite travelling slower. Not only is it a solid attack, but it allows her to gain a lot of height. Her Leaf Flurry is relatively weak, but she can use it in midair against either air or ground foes, even while she's airborne.


EDIT: Added some details on how each mage is played.
Last edited by Karyete on August 20th, 2016, 10:02 am, edited 1 time in total.
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Re: Calling all game designers!

Postby 1018peter » August 20th, 2016, 5:54 am

I'll pitch my special moves ideas as well. Due to the time I have right now, I'll just make one for the Water Mage.

WATER MAGE: show
Neutral Special: Awesome Bubble! - This is a chargeable special move. Water mage will let her wand touch the ground, and expand a bubble from there. The longer the special move button is held, the larger the bubble gets. Charging it to different degrees cause different effects, indicated by the color of the outline of the bubbles and the size.
STAGE 1 (No outline. Charge Time: 0~1 Second): The bubble will simply fly upwards, catching whatever item in its way and trapping enemies.
STAGE 2 (Blue outline. Charge Time: 1~2.5 Second): The bubble becomes larger, turning into a Bubble Shield for the Water mage. Applies bubble physics to her (Basically makes her lighter and floatier and lets her take an extra hit.
STAGE 3 (Yellow outline. Charge Time: 2.5~5 Second): The bubble becomes even larger, but is unable to float midair. The Water mage will jump on top of it after the creation of the bubble, and it could act as a rolling boulder, trapping any enemy that gets in its way. It's still capable of floating on the water, though.
STAGE 4 (Red outline. Charge Time: 5~6+ Second, forced activation on the 6th second) The bubble finally explodes, bursting into water and dealing big damage to those who get caught in the blast radius.

Side Special: Pompous Pump! - The Water mage pumps out a powerful jet of water from her wand, propelling her toward the opposite direction. The direction of the pump can be influenced by holding another arrow key while using the special. For example, holding the Up key while using Pompous Pump while facing left causes you to shoot the water toward the upper left.

Up Special: Soaring Bubble! - The Water mage aims her wand upwards, creating a balloon-like Bubble from there, and let her float upwards. While floating, inputting arrow keys will influence the direction she is moving, especially the left and right keys. She can also use her aerial moves as well. If the bubble gets hit, it will burst and drop the Water mage down. She cannot use another Soaring Bubble until she lands on something.

Down Special: Grand Geyser! - The Water mage points her wand downwards and creates a short pillar of water. If used on the ground, the pillar of water will last for 3 seconds before disappearing. If used in midair, the pillar of water will crash down and disappear right away, but still giving her upward momentum. The pillar of water hurts enemies and sends them flying up in the air.


By the way, it'd really help if you guys get familiar with the Smash Bros. series (Their controls, etc), assuming some of you haven't. I can't force you into buying a Smash Bros. game, so instead of doing that, how about playing something like Super Smash Flash? You get the point.
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Re: Calling all game designers!

Postby ShadeRaider » August 21st, 2016, 8:16 am

I'm still confused on whether this game is a puzzle adventure or a battle game.

But I'll push out some ideas for nature mage

Main: shoots out a torrent of leaves which deal damage based on the amount charged, Ranging from shooting a single leaf (No charge) to a barrage that lasts up to 5 secs (Max charge)

Side: Shoots a gust of wind in the direction your facing that pushes away objects, once again this attacks power is based on the amount of time charge

Down: Shoots out vines under ground on either side of the nature mage the grab and hold on the other mages within reach, Once the vines grab on the slowly deal damage

Up: pulls a rock out of the ground that then rises, you can control it using the arrow keys. After the rock reaches its highest the rock then drops down dealing damage to those underneath it or near it


These are just ideas and will probably need to be alter, but I thought I would throw the ideas out there anyways
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Re: Calling all game designers!

Postby Karyete » August 21st, 2016, 8:40 am

ShadeRaider wrote:I'm still confused on whether this game is a puzzle adventure or a battle game.


From my understanding it's a platformer with puzzle elements in it.
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Re: Calling all game designers!

Postby ShadeRaider » August 22nd, 2016, 9:19 am

Ok, when I kinda configured some of the moves so the could be used for puzzle solving

EDIT: and is it gonna be side view or top-down
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Re: Calling all game designers!

Postby Karyete » August 22nd, 2016, 9:45 am

Depends. I pitched my ideas with a side-scroller in mind, but I'm not sure if we've agreed on that yet.
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Re: Calling all game designers!

Postby Forgotten » August 22nd, 2016, 3:20 pm

Just gonna drop a suggestion:

I'm thinking it should be a 2D collect-a-thon because there's rarely any games like that that I know of (besides SM63).
That'll make it less linear, and so we can use the puzzles as "sidequests"/challenges for obtaining the collectible items (like Stars in SM64). But I'll prefer it if the player is allowed to stay in the level after each collectible item (like Spyro the Dragon, you know, in Super Mario 64 every time you collect a star you have to leave the level). I'd also love see one miniboss per level, as one of the challenges for each level.
And of course, the typical collect-a-thon backtracking design: early levels can include challenges that are impossible until new skills/abilities are learned, or requires the other 3 playable characters (who aren't available at the start, think SM64DS characters) to complete.
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Re: Calling all game designers!

Postby NanTheDark » August 29th, 2016, 5:16 pm

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This image has some ideas for what each mage could do. It involves each mage having its own unique perks that let them traverse terrain and do things in ways other mages can't. Controls would not be Smash, you would just have a Jump button and an Attack/Skill/Element/Action/Whatever button to do a thing.

Fire Mage's Action can either be a fireball that bounces a la Super Mario Bros, or a firewall that spawns a set distance away from him. Fire can be used to... set things on fire, heat up water to turn it into steam, etc.
Fire Mage can use Rising Phoenix by pressing Jump in midair, letting him ascend in a straight line for a set distance.

Thunder Mage's Action can be a Thunderhand move of some sort. It can be used to power machinery, electrocute water, etc.
Thunder Mage can Thunderdash by pressing Jump in midair, letting him airdash straight forward.

Nature Mage's Action can be Earth Pillar, which creates small pillars of rock under him. It could also be the ability to lift heavy things, or to slam the ground and cause a tremor... I don't know.
Nature Mage could maybe be able to glide on a giant leaf by pressing Jump in midair. Unlike the airdash, it's affected by gravity, but can cover longer distances.
Nature Mage could also have been able to climb, perhaps.

Water Mage could... produce water. It could... eh.
Water Mage could probably use water to propel himself forward, making him the fastest mage.
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Re: Calling all game designers!

Postby Oranjui » August 29th, 2016, 7:13 pm

I'm gonna quote my old post because it seems like it was already forgotten about, based on discussion in chat
Spoiler: show
Oranjui wrote:Do we even want the setting to be purely fantasy/magical? I think there might be potential for something interesting if we somehow make a hybrid of fantasy and modern (e.g. urban, technological) elements. I sorta got the idea for that just through talking on Discord, but it's not entirely fleshed out.

FF asked about world progression, and I proposed that we could have a "world" themed around each mage and their personality. Something like the happy Water mage living in a tropical paradise, the depressed Electric mage living in a dreary urban (maybe even cyberpunk?) megalopolis, the collected FIre mage having an ornate desert or mountain/volcano palace (maybe with a sort of oriental architectural style, with lots of books and scientific instruments or something), the angry Nature mage having some sort of geologically/meteorologically unstable setting (Forgotten mentioned that Nature is sometimes said to be Earth+Wind, so maybe work that in somehow... stormy sky jungle retreat or something?). And we can probably put together a map at some point.

In terms of gameplay, that might mean going to each world and collecting the mages--with each mage you have in your party, you can switch between them as much as you like, though story might lead to them getting split up on occasion. After thinking about that more, that's essentially how Super Paper Mario's playable characters work, so I don't know how good that would be. But it's an idea, I guess.

I'm not sure what order that would go in, or how it would all end. Maybe a journey to the Dark Witch's castle, some sort of battle, then the Dark Witch escapes and flees to the temple of the Light God, where the mages face her true incarnation? And hell, if we really want to, we could give those characters unconventional personalities/themes. The Dark Witch is a 20-something art student super obsessed with modern/abstract art and architecture and her entire castle is built in that style, while the Light God turns out to have been into emo/punk/rebellious stuff, has posters everywhere, writes a lot of edgy poetry, etcetera... Okay, we can probably come up with something better than that, but I'm just brainstorming.

Some more potential thoughts on story, loosely based on Peter's idea and my elaborations above: show
The story would start out with the happy-go-lucky Water Mage going about her daily business, maybe she has a part-time job as a lifeguard on the beach or something. Suddenly a message in a bottle washes up on the shore: It's an audition poster, calling for the most powerful mages in the land to try out for some theatrical production organized by the Light God with a plot that sort of spoofs the plot of our game. She thinks it's a cool idea, and wants to see if her old friend Electric Mage is interested in joining, since she knows he should get out more to try new things--however, he doesn't respond to her messages, and Water Mage decides to set out on a quest to find him and drag him with her to the audition.

She leaves her beachside village, ventures across the small but wild tropical island she lives on, and sets sail for the main continent--however, halfway through the voyage, disaster strikes and she sinks to the bottom of the ocean. As a Water Mage, she can obviously survive underwater... but only to a limited extent, and she needs to make it to the port of the big city. Adventures on the ocean floor and through deep-sea caves surprisingly lead her to the irascible Nature Mage, hiding deep underground (and causing earthquakes and minor volcanic eruptions in his fits of rage). She asks him if he's heard about the play being put on by the Light God and if he wants to join, but he angrily starts asking her why she's treating such a serious matter like it's a joke. After inquiring further, Water Mage learns that the Light God sent Nature Mage a message, too, but he was told that there was going to be a big wrestling tournament soon, and decided to come here to train. Both confused and curious about what's going on, they band together and decide to find out what's up and continue Water Mage's quest to find Electric Mage.

They fight through overgrown cave systems infested with packs of aggressive animals and fungi, and explore apparently abandoned (but dangerously explosive and otherwise precarious) mining operations, among other things on their way to the surface. Once they break out from underground into a forest just outside the city limits, Water Mage thinks she finally must have cell signal again, but it turns out her phone was fried when her boat sank and she didn't notice until now. She can't contact Electric Mage now, and they have to find him on foot. Venturing into the dreary, cyberpunk-inspired city, Water Mage looks for places to sightsee and shop while Nature Mage looks for fights to pick. They accidentally get tangled in the dealings of some shady smuggling cartel or something [plot to be determined???] and eventually find out that the leader of the ring is Electric Mage's twin sister, who turned to this business to provide for her aging mother who's suffering from a rare disease and for her little brother (Electric Mage) who can't do that for himself yet. When they finally catch up with Electric Mage, a lot has changed since Water Mage last saw him; though he was always pretty quiet and shy, he's been pretty devastated by the appearance of his mom's condition and seems even more depressed than he used to be. He was offered a medical research position at an organization reportedly founded by Light God in an effort to cure the disease. Electric Mage thought he was too young and distressed for something like that, but he says he's hopeful, because he forwarded this to FIre Mage--an older and more experienced scientist he's looked up to for most of his life--and she said she'd look into the offer. While Water and Nature Mages are even more confused about the Light God's antics than they were before, Electric Mage decides that now would be a great time to go visit FIre Mage at her lab and see if she's made any progress, and Water/Nature tag along because they don't know what else to do.

Forest/mountain adventures.

A quiet, old village situated between the sides of a mountain and a dormant volcano. Fire Mage moved here several years back and built a laboratory/observatory in the caldera of the volcano, since it's a nice spot to view the stars and the volcanic soil creates a unique ecosystem. When the other Mages find her, she's surprised and embarrassed, having to awkwardly explain that she didn't actually take up the offer, and she's been instead doing a lot of magical reading and research because the Light God sent her a message warning of dark forces emerging in the realm, and asking for her help to gather knowledge and strength to fight back if necessary. The other mages don't believe it, considering how wildly different all of the messages have been--but suddenly another arrives, calling for immediate help, as a Dark Witch has been gathering an army deep in the rainforest (strangely enough, near where Nature Mage normally resides) and plans to march on his temple and vanquish the powers of Light from the world.

They go deeper into the forest, which turns into a jungle. Stuff happens.


That got a lot longer than I expected it to. I'm not super fond of any of it, because I was mostly just vomiting ideas at my screen, and it could use a lot of fleshing out. But it's an idea I guess.

I'm not entirely sure how much time I'll have to work on this once school starts, but I'd be okay helping with story/character stuff, and if I try to learn Godot or whatever engine we choose, I can potentially help on the programming side. Otherwise I'm at minimum interested in continuing to help with general game design and concepts, though that's kind of everybody's job currently.



Do we want to stick with the vanilla-ish Water, Nature, Electricity, Fire, Light, and Dark "elements" for sure (and come up with actual names for them eventually, too), or come up with something less conventional? Although that might get in the way of our non-standard personality thing. I like the unique movement abilities thing, but I think some of them could probably be differentiated/balanced further somehow. Here's further elaboration on my old ideas, with several moves added that are sampled from Nan:


Fire personality -- an elegant, snobby, collected, middle-aged intellectual. She's a geologist and astronomer, a voracious reader, and a budding chef. Oh, and a weeb.
Fire abilities -- fireball (for puzzle & melee--makes the floor hot to the touch); firewall (for puzzle & defense); Rising Phoenix (for movement & evasion) [see Nan's post above].
Fire special -- higher heat tolerance; she can safely touch lava once without taking damage before she must return to land, enabling further access in hot areas. Takes only 50% normal fire damage. Heat rises, so she jumps slightly higher, too. :p

Thunder/electricity personality -- a depressed, solemn, sort of shut-in, naive-but-"jaded", young geek. They're a hobbyist programmer and gamer who wants to be a doctor some day.
Thunder abilities -- capacitive discharge (short-range lightning attack that can electrocute nearby water/enemies, or in some cases supply electrical signal/power); EMP (ranged device/move that disrupts machinery and electrical/magnetic enemies and items); Thunder Bolt (the airdash move Nan describes above).
Thunder special -- they can touch or even latch onto electrified enemies and items without taking any damage, enabling access to otherwise unreachable areas. Also seems to attract rain, making the ground slipperier--bad for enemies, but also bad for you, though potentially useful for puzzles.

Nature personality -- angry, irritable, forceful, solitary fighter. He does construction and logging work in the forest, but he enjoys rock/tree climbing as well as boxing.
Nature abilities -- tree sprout or earth pillar (puzzle/melee move that creates rocks [or a tree?] to help move heavy objects or use blunt force on enemies [swinging the tree around is a nice visual]); tremor (puzzle/ranged earthquake move that stuns enemies and shakes items out of position); Leaf Parasol (sorta just for kicks to contrast the personality, but basically a fragile parachute that slows down his fall and lets him move slowly-ish in midair).
Nature special -- he can climb vertical walls and trees/poles (to the extent of his stamina) by way of raw strength plus summoning quickly-decaying vines. Should be able to climb higher than Fire's Rising Phoenix, for balance purposes.

Water personality -- happy-go-lucky, enthusiastic, playful, somewhat oblivious teenager. She's a part-time lifeguard, participates in competitive synchronized swimming, and is a theatre enthusiast.
Water abilities -- geyser/jet (propels herself, and knocks back items/enemies, as well as making the floor slippery); refrigerate (temporarily freezes/slows nearby movement, with a gradual thaw to normal temperature, and can affect hot items); Cry Me A River (showstopping theatrical move that floods the stage and sweeps non-fixed items and enemies away from the player).
Water special -- she can survive 3x longer underwater from training and magic. Also, she doesn't slip when the ground is wet (during rain, after a flood, etc.).

Light God (?) -- edgy emo punk rebel type. Writes angsty poetry in his free time while he isn't apathetically defending the universe from "evil", Because The True Evil Lies Within Oneself.

Dark Witch (?) -- somewhat preppy college art student. They're into modern architectural and artistic styles, and they spend a lot of time enthusiastically critiquing others' art along with working on their own place to live.


I think I like having classical elements as a general theme, because then there are actual expectations to actually subvert a little bit. And we can play with all of this more later, too. ♥♥♥♥ I keep procrastinating for this and I don't know why, game/character design ♥♥♥♥ is so distracting and fun
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Re: Calling all game designers!

Postby Karyete » September 17th, 2016, 2:57 am

Alright, so we need to organise this properly. The 'Valve' approach to game development doesn't seem to be working here.

By no means am I the one to do it, but someone needs to 'lead' this. We keeping thinking of ideas but never getting anywhere with them, since there's nobody to give official instructions.

There's also a lot of people on the team. If you don't have the time, tools or dedication for the project, please say so. We have various skills and experience here, but if we keep thinking up new ideas, it prevents us from working on other ones.

And if anybody wants to 'take charge', please do so. I thought of this idea, but that does not make me the leader of it.
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