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

December 30, 2014, 03:06:41 AM
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361  Feedback / DevLogs / Re: Painters Guild on: December 07, 2013, 12:59:02 PM
In-game:



I think it's good.
362  Feedback / DevLogs / Re: Painters Guild on: December 07, 2013, 11:38:45 AM
What if I could combine everything into a single thing?



It's more elegant and readable once you know how it works - the size is there, the style is the icon and the number is the difficulty. I just fear it's not as clear if you don't know that already.

Edit: I'm getting there!



I like this one. It shows size, style, difficulty and title of the painting. It seems readable to me.

Edit 2: Aaaaaand without the title, which looks cleaner!



Also saves me the work of assigning titles (for now at least).
363  Feedback / DevLogs / Re: Painters Guild on: December 07, 2013, 11:20:38 AM
Just realized another important thing is the size of the painting. I can use that empty space to show how many tiles the painting has.



So in this case it's a 3x2 tiles painting. I could make the squares a bit bigger too, should fit.

Edit: like this!

364  Feedback / DevLogs / Re: Painters Guild on: December 07, 2013, 11:02:11 AM
Thanks!

Mockup for painting requests:



I think those are the most important things. I was thinking there could be a bunch of variables: Required Beauty, Difficulty, Workload... But I can combine all those into a single number, Difficulty.

Also, instead of the text saying "DIFFICULTY" it could be dynamic and just say "EASY", "HARD" etc, people should realize that's difficulty. And the same for "STYLE", it could say the name of the style ("UNIONE", "SFUMATO"...) but that's less obvious.

One thing not there is the bonus. I'm thinking there could be different icons above the no/yes buttons (which are probably in the wrong order) that indicates any bonuses like a masterwork bonus: "If the Guild Master paints at least 50% of the painting you get +300 florins" and such. Maybe you see that tip if you hover over the icon.
365  Feedback / DevLogs / Re: Painters Guild on: December 07, 2013, 04:57:05 AM
Politeness!



My idea is to add other messages such as "Great!" or "Awful!", "Ew!" and so on, depending on how good the painting is.
366  Developer / Art / Re: GIF's of games being worked on on: December 07, 2013, 04:55:34 AM
Looks really cute.
367  Feedback / DevLogs / Re: Painters Guild on: December 07, 2013, 04:35:41 AM
Line moves.



Need to balance the rate of clients coming in and make them stop coming if the line is full. Also need to make them leave after a while if you don't talk to them.
368  Feedback / DevLogs / Re: Painters Guild on: December 07, 2013, 04:06:41 AM
Paintings, Please



Clients now stand in a line. Next: gotta make the line moves when one leaves.
369  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: December 05, 2013, 04:26:25 PM
Reminder that Anodyne was finished by page 46 of the DevLog and now here we are.
370  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: December 05, 2013, 04:24:58 PM
There should be a DevLogLog where you give updates on updating the DevLog.

"today I posted some text and everybody believed I made progress"
371  Feedback / DevLogs / Re: Painters Guild on: December 04, 2013, 01:12:43 PM
I'm just talking about the game being challenging. Nothing like a campaign or achievements. It's a sandbox game. You make good points, thanks.

Brushstroke merging is reimplemented. I've always called it "combos" but I don't know if that's what everyone else would call it.


MERGING -> <- COMBOS

Still not sure about the changing color of the brushstroke icons. I don't want to change the icon because there will be more icons soon for the other styles and changing it might be confusing (too many icons). Scaling makes it too big though, we'll see.

With this post I set the progress to 10%. We have something here, it's not just an idea anymore. The base mechanics are in and the art direction is defined. Once I fix a few bugs the prototype will be done and I'll focus on making it minimally fun.
372  Feedback / DevLogs / Re: Painters Guild on: December 04, 2013, 07:15:28 AM
This game looks amazing, the more I read up on it and the more you develop, the more I want to play.

There's two small problems I have which I'm guessing you've already got sorted in that amazing head of yours.

1 - The entire top half of the game is just blue sky. My guess was that you're going to shove the UI up there but just wanted to point out because I don't think you'd said yet. May be wrong.

2 - I made a game near the start of this year. It isn't anywhere near as good as what this looks like but it had the same gameplay mechanic. Mine was basically "Feed monkey, monkey poops, clean/farm poop for money, buy food and other stuff with money, repeat". After making the game, it's not really one I like. The whole "Make and sell stuff to buy more stuff to make and sell stuff with" gets a little tiresome and I feel it needs some twist or new direction. A game that does this well is Roller Coaster Tycoon (or all tycoon games for that matter) but I remember reading in one of the posts that you wanted to stay away from that type of game.

Maybe that's the direction you're looking to go and it's your game, I'm sure it'd turn out just as playable Smiley Just giving feedback anyway, game looks absolutely great and if there's a playable build out soon, I'll be sure to check it out!

Keep up the awesome work, man. I'm following. Gomez

Thanks for your comments, Exception.

1 - You will be able to build a second and perhaps a third floor. That should cover the sky. Some UI might go up there too.

2 - Yes, I agree. It's a problem and one I haven't solved yet. If you see my description of the game in the very first post it's basically "do stuff and then get bored". That's how I see the game going, sort of like The Sims: once you have all the best furniture and build your dream house, it becomes boring. I'm betting on two things to counter this: player expression and game challenge. Expression through creating a guild however you want: guild name, looks and furniture placement, artist nicknames and styles. So if you want a guild named "Academy of Death" with only female artists painting in the Tenebrism style, you can make that happen. But there's also challenge: it won't be easy to maintain it and pay the increasing costs for the building and the wages of the artists.

Good feedback!  Grin
373  Feedback / DevLogs / Re: Painters Guild on: December 04, 2013, 06:47:19 AM
New client comes in after you're done with one.



It actually won't be like this, they'll come in based on other factors (Guild reputation, randomness, time).
374  Feedback / DevLogs / Re: Painters Guild on: December 04, 2013, 06:11:50 AM
There will be a game development event in my city next year (SBGames). I would like to have this game finished by then to show it there, so I've made this Development Schedule to help me get it done in time.



I think it should be doable. The list of features isn't complete (just an overview), I'll add more as I finish the current ones and turn the red into green.

I've also updated the milestones in the OP to reflect these schedule changes.

Actual progress later today!
375  Community / Competitions / Re: GitHub Game Off II on: November 30, 2013, 11:52:55 AM
Today is the last day, how did you guys do?
376  Feedback / DevLogs / Re: Vagante on: November 29, 2013, 01:12:06 PM
Yay, another game about killing!

It looks good. Can you explain the name?
377  Feedback / DevLogs / Re: Painters Guild on: November 28, 2013, 12:19:14 PM
Thanks!

Tiny progress - a florin coin near the number. Still trying to get back to the routine.



When I finish my GitHub Game Off entry this weekend it should get better. I actually look forward to making new clients come in, line up and request more paintings. It will feel like a game!

Edit: It could also be a pile like this:



What do you guys think?
378  Feedback / DevLogs / Re: Painters Guild on: November 27, 2013, 09:08:33 AM
Thanks guys.

A bit of progress. Bottom right shows your money amount and it updates when you sell a painting.



It was just a quick implementation, trying to get back to the routine. Haven't worked on this game in a while and I want to go back to making daily progress.
379  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: November 26, 2013, 05:19:07 PM
It's a marketing strategy, I can tell by the pixels.

 Hand Knife RightNoirHand Money Left
380  Feedback / DevLogs / Re: Dreaming Sarah on: November 21, 2013, 04:31:27 AM
Hey artist guy, are you brazilian too?
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