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877987 Posts in 32896 Topics- by 24323 Members - Latest Member: nickFromPaintteh

May 20, 2013, 11:55:21 PM
TIGSource ForumsDeveloperFeedbackDevLogsCourier of the Crypts
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Author Topic: Courier of the Crypts  (Read 7443 times)
KomradeJack
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« Reply #15 on: January 07, 2012, 06:35:44 PM »

@KomradeJack: Thanks for the offer but I already have music in the development. In case I'll need sfx, do you online portfolio maybe?



www.jackmenhorn.com/audio
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www.jackmenhorn.com
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Microgue
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Blodyavenger
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« Reply #16 on: January 27, 2012, 11:14:37 AM »

It's the two horizontal bits at the top that made me think goat/giraffe – they look like ears rather than hair. That's all.

Hehe no worries man, at least you'll remember him by something Wink


@KomradeJack: Thanks, I'll check it out Smiley

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Ninja Dodo
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« Reply #17 on: February 13, 2012, 03:11:51 PM »

This looks and sounds really interesting. Curious to see how it turns out.
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Blodyavenger
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« Reply #18 on: February 23, 2012, 12:25:39 PM »

@Ninja Dodo: I'll do my best to turn that sound into experience  Smiley

New blog post: Replay value in the Courier of the Crypts

 


I've wrote few lines of text on that topic to explain how the replay value
works in the game. If you take your time to read trough I'll be more than happy to hear your thoughts and opinions. Smiley

Next to that I have to inform you that first maps are already in the development so expect the movie preview soon.
« Last Edit: March 01, 2012, 05:22:39 AM by Blodyavenger » Logged

Blodyavenger
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« Reply #19 on: February 27, 2012, 12:56:57 PM »

Here is the part of the win screen (still WIP)



What do you think? Smiley


Here is also a screenshot from the Screenshot Saturday if anyone missed it
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Birdorf
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« Reply #20 on: February 27, 2012, 01:55:45 PM »

I'm going to have to start following this, looks interesting.
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Blodyavenger
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« Reply #21 on: March 03, 2012, 02:30:42 PM »

Thanks Birdof! Smiley I'll be able to show more and more stuff now because I'm on map & art production stage now.

Until then - new screenshot, just for this beloved Saturday, and all of you who dare to peek into this place.

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JigxorAndy
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« Reply #22 on: March 04, 2012, 06:05:49 PM »

I really like how you've mixed pixel art with smooth undiscovered/black fog. Looks great! The HUD is awesome as well.
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Blodyavenger
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« Reply #23 on: March 05, 2012, 03:03:52 PM »

That's nice to hear, thanks Smiley  Although, that what you call fog is simply just a darkness. When you move away from it it becomes black again but I'm thinking to place some "lightable" torches around the walls that will light for good when you pass them.

HUD will have few changes as well like torch for example that will have flame improved and animated.
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Blodyavenger
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« Reply #24 on: March 06, 2012, 09:58:32 AM »



I have one question, do you think that dialogue window from the image would be too disturbing in the game? I want to use it for the hints or some random quotes from the courier but of course, never in places where you need to see your surroundings.

This won't block your movement, it will just pop up for two or three seconds. Thoughts?
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PompiPompi
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« Reply #25 on: March 06, 2012, 10:48:36 AM »

'Disturbing' sound like the wrong word, heh. Maybe you ment disrupting or distracting?
Anyway, dialogs depend on the type of game, and how they appear.
If your game have action elements, like a rat can sneak on you and attack, then a dialog can interrupt you in the wrong time.
Even if you don't fight enemies in your game, but have some sort of... pressing element, like you can run out of oil while reading the dialog... it can also be problematic.
A safe option would be to open dialogs only as a response to an action, and even then, pause the game while the dialog appears and let the user decide when to close the dialog.
However, spontenous dialogs might be more creative and fun, though missing out on a dialog because it last only 3 seconds might be annoying to the obssesive gamer... heh.

Well bottomline, you need to try all sort of options and playtest what works best(with testers other than you).
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Blodyavenger
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« Reply #26 on: March 06, 2012, 12:22:26 PM »

Like I said dialogues would show up only when there is nothing important around like enemies, traps or something and flame is not consumed if you don't move so it would be quite safe.

On the other hand, I didn't think about the time. As you said, it would be nice for the user to skip it as soon as he wish instead of reading it fast like a mad man or sighing out of boredom.

I'll try both options and give it to some testers then, that should be indeed the best option.  Thanks for your strong opinion Smiley
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PompiPompi
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« Reply #27 on: March 06, 2012, 01:53:03 PM »

I hope it doesn't sound I am telling you what to do. I guess I should make it more clear that these are just my thoughts, and I don't have a clear developer perspective to back them up. Though I did think about them from my experience as a gamer... but that's just my specific experience. So, it's more like food for thought...
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Blodyavenger
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« Reply #28 on: March 08, 2012, 04:31:00 AM »

Hehe, not at all, I take every suggestion for consideration Smiley

This dialogue screen will be very small (like you see on the image) and it won't get any bigger so you can expect really short notes or quotes.

It seems that combination of "timing" and "skipping manualy" works nice. You can either wait those 5 seonds or simply skip it by pressing "x". Movement is not blocked though.

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xfry
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« Reply #29 on: March 08, 2012, 05:16:43 PM »

¡Hi! I only want to say something about of dialogue frame. if you don want affect the visuality around of scene to activate the dialogue, please make that be short words to dialogue frame, and don't forget move a little the dialogue frame to the dark part of scenery

another suggestion about of sound, these will be substantial to express the suspense...  Screamy i like that #IndieGame
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