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1075756 Posts in 44140 Topics- by 36112 Members - Latest Member: Nbohlsen

December 29, 2014, 12:25:33 AM
TIGSource ForumsFeedbackDevLogsEnvironmental Station Alpha [Greenlight & Demo(Win, OSX)]
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Author Topic: Environmental Station Alpha [Greenlight & Demo(Win, OSX)]  (Read 105728 times)
qwqwqw
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« Reply #720 on: January 20, 2014, 02:30:33 AM »

Hey, man. A demo version before the release is planned?
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« Reply #721 on: January 20, 2014, 09:25:45 AM »

I think we've talked about this before, but will you at least have a donation page or something if you aren't charging for this? There is so much charm in every single gif that I can't help but think you've put your heart and soul into it. It's looking very, very solid and I'm more than excited enough about it to help support.

I'll probably at least mention the donation button on my website.

Hey, man. A demo version before the release is planned?

Sadly no; I've been implementing stuff without that much regard to the player's progression, so I feel that it might give a wrong impression of the game if I released a demo; also the game is relatively open-ended, so deciding where to end might be problematic.
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« Reply #722 on: January 23, 2014, 01:38:16 PM »

Testing a new theme & tileset for the temple:
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« Reply #723 on: January 23, 2014, 01:57:35 PM »

Looking good Coffee
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« Reply #724 on: January 23, 2014, 02:45:15 PM »

The parallax seems a bit jumpy, or is it just the GIF?
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« Reply #725 on: January 24, 2014, 01:09:02 AM »

Oh, and I also made a silly tool to further visualize the progress on the game:


To be honest, looking at that the progress has been much steadier than I thought; although that obviously means it has been steadily slow all around, haha. Smiley Oh well, I feel pretty happy thinking that when I started this thread, the game was at 26% and now we're here.

What data is that progress chart based on? Commits, hours, features?
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« Reply #726 on: January 24, 2014, 06:21:53 AM »

Looks good, but can we see the old tileset for comparison? Also, what kleiba said about jumpiness.
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« Reply #727 on: January 24, 2014, 06:59:11 AM »

What data is that progress chart based on? Commits, hours, features?

The crosses mark devlog/twitter posts where I've announced the game's current completion percent, which in turn is basically the percentual amount of rooms completed.

The parallax seems a bit jumpy, or is it just the GIF?

Looks good, but can we see the old tileset for comparison? Also, what kleiba said about jumpiness.

Yeah, the jumpiness is from the GIF's optimization; it looks smooth when playing.

There're some old gifs of the original tileset in this thread, here's one:
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James Edward Smith
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« Reply #728 on: January 24, 2014, 08:03:15 AM »

I love your game *sniff*
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« Reply #729 on: January 24, 2014, 09:07:52 PM »

The new tileset is much more mysterious
I love it.
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« Reply #730 on: January 25, 2014, 12:10:20 AM »

I liked the old tileset but the newer darker version is cool, too, and it sets ESA further apart visually from games like Spelunky and Rick Dangerous I ;-)
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« Reply #731 on: January 25, 2014, 03:13:49 AM »

This game looks awesome. So much charm on those pixels!
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« Reply #732 on: January 25, 2014, 12:21:24 PM »

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« Reply #733 on: January 25, 2014, 01:16:10 PM »

It looks good man
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« Reply #734 on: January 26, 2014, 11:22:12 AM »



Thanks for the compliments!
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« Reply #735 on: January 26, 2014, 12:37:11 PM »

Wow, pretty amazing game you got there. I demand playable content! Smiley
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« Reply #736 on: January 26, 2014, 01:16:42 PM »

I have a question. How many hours of gameplay need for a complete walkthrough of the game?
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Sorry for my english. I use the Google translator.

Russian blog about true indie games - http://trueindiegames.blogspot.ru

My twitter - https://twitter.com/trueindiegames
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« Reply #737 on: January 26, 2014, 01:33:57 PM »

I have a question. How many hours of gameplay need for a complete walkthrough of the game?

Impossible to reliably calculate, but my "main save" that I use to test the game's progression has about 3½ hours of playtime; the time is unreliable because as the developer I know all the little tricks and secrets, but also because extensive testing adds some extra time to the total.

Based on tester data, I think the average playtime might be something like 5-7 hours for a first-timer.
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« Reply #738 on: January 26, 2014, 04:17:09 PM »

5-7 hours for a first-timer.
This information alone serves to suggest this one's gonna be a real gold mine  Gentleman
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« Reply #739 on: January 27, 2014, 10:47:36 AM »

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