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Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne)
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on: March 12, 2014, 08:59:12 PM
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Need to fix corner points, but these were a long time coming. The are functional in sending energy from entity to entity, but mostly are just for visual communication to the player when a SapPad is affecting a RaiseWall for the occasional time those entities are paired together in an area. I put this...well I guess forgot about needing to do this because it's not really vital until you're thinking about doing actual testing. It's more important to figure out thematic aspects, as well as structural aspects before that. Which is why again you see so much debug art in these devlogs. 
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Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne)
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on: March 12, 2014, 08:06:20 PM
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Here's a real update.
We're getting into a good workflow but GDC is next week. This has me frustrated since I'd ultimately rather be productive, but maybe the warm weather will be nice. And we don't plan to do too much stuff related to GDC, but instead visit some art museums/parks/etc around San francisco, I hope, and visit some dev friends, etc.
Pictures recently have been of the Shore area, which we implemented almost-final tiles, tiling a lot of areas, and scripting NPCs and whatnot, settling on and implementing the final structure. It's taken this long, because you can't really finalize an area until its details work well with the framework of the rest of the game, i.e., aspects abstracted (like the use of NPCs, structure of gauntlet area) out of Shore, have to apply to the other areas in The Ocean as well, as well as fit into the overarching narrative and sort of thematic guidelines we've had in place for designing everything.
The other areas are coming along nicely as well. This stuff takes time...oh well! That's what side projects are for, so you don't lose your sanity on a really big project.
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343
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Feedback / DevLogs / Re: Sunset
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on: March 12, 2014, 07:52:58 PM
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Awesome to see you keeping a devlog for this here. Loved Auriea's talk at IndieCade - just finished playing through Luxuria Superbia, really enjoyed it. You two's work is really inspiring!
--- Informative updates, by the way. Cool how a sort of arbitrary chosen year led to a lot.
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345
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Feedback / Playtesting / Re: Platformer Prototype
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on: March 12, 2014, 02:41:54 PM
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can't figure out how to wall jump, dying every time i fail to do so is a bit annoying. would b enice if the vertical deadzone of the camera was bigger since it's a bit jarring to have the camear move each time i jump. (I used keyboard which you don't recommend so maybe that was part of the issue).
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346
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Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne)
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on: March 11, 2014, 09:43:18 PM
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One thing we learned through Anodyne is that the more level design we can do in-game, the faster the workflow. a lot of issues with Anodyne's workflow is we had to edit in DAME, export, recompile to change small things. NO MORE. Here is the glorious video of the "in-game editor" after an hour or two of work. http://www.youtube.com/watch?v=H5Pfvl7uyYwTHIS IS NOT REPRESENTATIVE OF THE GAMEPLAY. The only FOR SURE thing is that the game has a 2D platforming perspective, but it is not necessarily true that the focus is on platforming/etc I did more work today so you can delete entities and move them. But of course there's more work to be done with importing/exporting, how it links into the game in the end... « Last Edit: March 16, 2013, 01:32:41 AM by seagaia »
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Developer / Audio / Re: The classic - what is your audio set up?
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on: March 07, 2014, 10:06:21 PM
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REAPER (Free for 60 days) 808, harp, ultimate megadrive, chrono trigger soundfonts free NI Carbon 2 synth built-in eq/compression/delay/pitch shift/basic synth remaincalm floaty delay ambience reverb (free)
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Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne)
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on: March 07, 2014, 10:15:04 AM
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yeah, it turns out tiling is sort of a timeconsuming thing. 30-60 mins for a given map (it might just be this tileset is Hard) for me doing rough tiling then  for jon doing detail work...let's not think about how many maps in total there are in the game.
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