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1076026 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 02:52:18 AM
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381  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 21, 2014, 09:25:27 AM
programmed a few things yesterday
will program more things today

i did a goofy little live edit thing with twitch chat thing http://www.twitch.tv/seagaia2/c/3760963

that was yday-yday
382  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 19, 2014, 02:49:56 PM
the demo was unaccepatble! except for that place.

dunno. soon.

soooon

I'm probably going to just make a bunch of rooms with entities and beta test it so i can test htem in isolation's.
383  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 17, 2014, 02:48:41 PM
Normal Work To Resume Soon

Demos was fun

Speedrun fun

##3
384  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 15, 2014, 12:28:52 PM
indie cade demo is not done

f
385  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 12, 2014, 02:18:55 PM
upgrading apis sucks
386  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 11, 2014, 02:45:45 PM
HAHAHA the walls close in to kill you? that is the worst it's like giving  young asbestos  from using the dust too much without leaving the room

that's a good point on accessibility. I think if the point of the game isn't discovering things (think Starseed Pilgrim again - one of the most inaccessible games on earth, but is quite beautiful if you can manage to play it) then I think it's best to err on the side of making sure the fundamentals are strongly established for all levels of play. There are many players I want to play who are not familiar with platformers at all: I hardly would like my main audience to be "hardcore gamers" . So maybe I will include more pop-up text - I might avoid signs. It's nice to keep stuff out of the context of the world when possible and leave it on this external-world display of sotrs
387  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 11, 2014, 11:53:00 AM
But at the same time, it's a game not a novel so you want to just not say too much.

And then there's system text (tutorials, menus, etc) which really should be as few words as possible regardless, which reminds me: Sean, what have you got planned in terms of teaching how to play this time around? I think I remember you being unsatisfied with the amount of words that had to be used in Anodyne's tutorial and I'm wondering what kind of stuff you might have thought up for making that less of a problem in ETO (you might have talked about this in the vids you posted, but I forget things easily oops).

The way we have things the core mechanics are pretty dead simple that we don't do much past say "here's wall jump, here's jump, here's locking shield" just to point out that they exist. Shield we've decided is taking a secondary role to everything, and is only a little bit necessary for normal play, but can help with more advanced play if so desired, and so we don't worry about 'teaching' it past just showing that "hey it blocks things."

 The intro level of the game is there to make the player aware of being able to lock shield etc (like forcing you to go up a vertical passage with lasers firing to make you lock etc).

So if you get through the intro level then you're probably fine for the entire game. Each of the new entities when they first pop up in their respective levels - most are safe enough that you don't really need to explain and simple experimentation shows you, for more nuanced stuff (like things that send energy) there are things like dead simple example usages of them tied into stages. (e.g. there are pads that transfer energy to devices)

So yeah, with Anodyne I think I was most unhappy with the dust teaching since it was kind of oddly there. I think I would have just removed it from Street and left it in the first spot in Bedroom. I honestly don't even think the intro stage was necessary, because there is only one dungeon choice in the beginning. Whereas I see it as more necessary with EtO because the game branches out right away after intro stuff.

I think there is a tendency in the community to circle-jerk over stuff like Egoraptor's thing on MMX (I know I did for a while, esp with anodyne - it is a good video that teaches to pay attention to subtle design stuff, but it's not the end-all bible of tutorial design etc). Like who really cares whether or not it was implied to show you how to wall jump vs. telling the player.

You use such a thing so damn much in the game that the player learning it on their own vs being told really doesn't matter - yes, it takes away an element of surprise but, like, MMX isn't a game that's based around that surprise (where as starseed pilgrim would have been totally ruined if it did such a thing where the point IS discovering new things.).

In that sense I'm probably going to have signposts talking briefly about light vs dark energy, in the two rooms in the intro where you are forced to use it (though the game is not designed around forcing you to use an alignment.)


tl;dr intro stage will have a few words, but the rest of the game not really. complicated stuff will have an easy example to illustrate usage, but we avoid a lot of complexity by having a simple core mechanics and never adding to that rule set except through interactions with external entities
388  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 11, 2014, 09:40:23 AM
hello neo!

yday i programmed some things
and worked on one of the final dungeons (on paper)
389  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 08, 2014, 11:13:42 PM
#damn
390  Feedback / DevLogs / Re: Screenshot Saturday on: February 08, 2014, 10:59:55 AM
from jon and I (of Anodyne) 's new game Even the Ocean (devlog:  http://forums.tigsource.com/index.php?topic=32220.0 )

reddit thread: http://www.reddit.com/r/gamedev/comments/1xc0qh/screenshot_saturday_157_untitled/cfabum4

the tweets (if you wanna follow or RT or fav)


https://twitter.com/EventheOcean/status/432219656359657472
https://twitter.com/Seagaia2/status/432224871301386240




context: this is from an area where we have significant progress from a structural debug tiling standpoint. now we need to add the actual tiles on top of the pretty-finished levels!
391  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 08, 2014, 10:58:41 AM
feel free to RT and fav these tweets

https://twitter.com/EventheOcean/status/432219656359657472
https://twitter.com/Seagaia2/status/432224871301386240

or help us out with SSS upvotes

http://www.reddit.com/r/gamedev/comments/1xc0qh/screenshot_saturday_157_untitled/cfabum4
392  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 08, 2014, 10:29:58 AM
393  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 07, 2014, 09:03:55 PM
we can beat anodynes plot by having a plot HAHAHA well i think that the game being based on top of a thought-out core rather than some hazy thoughts/themes/emotions i had with anodyne will do us good.


also we broke 50k views on the devlog yay LURKERS REVEAL YOURSELVES i have new art later

and follow us on twitter

twitter.com/eventheocean
twitter.com/jonkittaka
twitter.com/seagaia2

facebook.com/eventheocean
394  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 07, 2014, 08:53:11 AM
Devlog update 9512:

I upgraded haxeflixel from 2.0 -> 3.0 , which was a terribly horrible process, but it reminded me of being in new york city in the summer, upgrading from haxe 2.0 -> 3.0 .But now the upgrade is done.

That was yesterday.

i also worked on this not related to the game https://soundcloud.com/seanhoganok/chords2

and

started a japanese twtter <_ twitter.com/2seagaia
395  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 06, 2014, 08:05:43 PM
yeah i dunno, i guess i like it more than just a normal elevator pitch. on a card especially. basicall i'm giving these to people i'm talking to anyways, so it's fine. something about "Motion-affected-by-energy-balancing adventure fantasy platformer plus slice-of-life-narrative-walk-n-interact-semi-daydream-platformer game" makes me puke (though that is the press email pitch <___)

though i gues the more tagline-y is not descriptive at all. but i like it! and it doesn't change the game. so.
396  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 05, 2014, 09:52:36 PM
what does tigs think of hte tagline


"A contemplation on balance told across two worlds".


I think it captures very nicely the idea of everything, but obv. doesn't say anything about gameplay. But it's intriguing enough? The thing is I can't possibly think of a tagline less than 12 words that captures the gameplay.
397  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 05, 2014, 09:31:37 PM
http://tindeck.com/listen/nfom

really going all over the place with the gauntlet music. will probably dial it back on this one but retain some qualities
398  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 04, 2014, 05:38:05 PM
yeah i had to unfollow some people who tweet too much and add them to lists. it's nothing personal but twitter does take up too much of my time even with the few # of people i follow.
399  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 04, 2014, 10:32:48 AM
im bk
400  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 02, 2014, 04:18:58 PM
hey intenret
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