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September 02, 2014, 08:40:50 AM
TIGSource ForumsFeedbackPlaytestingA Night In-Between [Stealth Action-Adventure game]
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beto
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« Reply #30 on: April 12, 2012, 07:14:54 PM »

@ElTipejoLoco

Thanks for testing the game and providing feedback! =)
Sorry I took too long to show up, but todat I took the day off because I was kinda burnt out and now I'm going to sleep (UTC-03:00) because I'm not doing it again tomorrow haha.

Tomorrow I'll give the proper replies to all you said.
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beto
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« Reply #31 on: April 16, 2012, 10:03:19 AM »

The game becomes frustratingly difficult (and apparently slightly glitchy) as the player approaches the Twin Riddle area in the game. Similarly, I 'solved' the Twin Riddle entirely by accident, though I imagine there's some sort of way to tell what its solution is meant to be through in-game materials.
We'll still work on ways to help players learn what they're supposed to do (like informing that it's a puzzle about harmony and not melody).

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I have yet to legitimately make it past that section, and the room after it, in a way that felt rewarding for stealthy, minimum-kills play-style type players.
I've added some seconds to the timed lever so it's more possible to get past the guards without killing them.

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Other slight glitches started to appear after that, such as an inability to pick-up the ibis symbol drawing or examine the pool near it, so I'm guessing something went wrong somehow, somewhere, in my playthrough, but I'm not sure. It's still pretty dang fun up until that point, though.
I've just noticed that the contact area that triggers the text was ultra-small and the area of the investigation icon was the right size (so you'd see the icon but not necessarily would collide with the text trigger). But I've just removed the snake and ibis documents with the drafts of the right glyphs, because they made no sense, from the content perspective, and now the dials themselves have indications of their right positions (and the hint documents were supposed to point that the puzzles worked this way).

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Is the single, floating purple light-source in the new intro-sequence supposed to be of some importance? Being one of the few non-tree and non-glowing-circle-on-the-ground-gateway-things in the area made me curious about it, and I spent a bit of time trying to interact with it. It's somewhere north-east of the initial spawn, a bit south-east of the contract-circle the summoner attempts to call you (whose calls can be a little confusing to follow as beacons due to them spawning in stationary spots along the 'path' in the trees- though the path itself is easy to follow without the summoner's dialogue poppin' up).
It was something related to someone that's been watching you apart from time itself. But we've just removed it because it was confusing and so subtle that wouldn't add much to the plotline.

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Entry into the broken fountain room is difficult, but possible without killing the two guards guarding its initial entryway. Not sure if this should be considered a bug, or allowed for those players who would prefer to kill the least amount possible.
Not killing them is supposed to be possible. Although playing by the least killings is also supposed to have a different feeling of difficulty.

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Examining the oryx shaped censer in the lower-right corner of the broken fountain room is slightly difficult; the "..." or "?" prompt will frequently not appear when attempting to examine it, though it does produce text when examined. It doesn't seem to be too important an object, but since I hadn't seen it in the previous build I played (and didn't find another object like it in any of the rooms), I wanted to mention it.
I rechecked the texts and investigations' collisions on that room and now they should be fine. (this room also got new graphics for the explosion and now it's pretty cool)

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A guard that used to spawn and patrol the hallway north of the lead key's room- he no longer appears. Is this intentional? It does make the first experience in key carrying easier, but it also prevents teaching players about dropping the key and moving away from it in stealth mode to avoid being killed, which might become a problem once players are forced to maneuver around 2 guards with the silver key. Of course, at this point in the game the checkpoints are still very permissive and frequent, so it's not a big issue.
We fixed a bug (the guards were able to see you dirty during fade and would give chase before you could see the room) and created another one. Now it's all fixed up!

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Backtracking in the first few rooms is suicide to curious, exploration-oriented players due to guard placement. Consider despawning guards close to doors or changing their walk cycles to allow the player to maneuver out of their path- often the player will simply appear and immediately die due to their spawn position being directly on-top of a guard's spawn position. Again, not a big issue when the checkpoints are generous, and leaving it as-is can push players forward towards progressing the story without them feeling like doors are being locked pointlessly behind them (i.e.- it's not the game's fault I can't backtrack; it's my fault, knowing that those guards are going to be right next to the doors I just went through).
With the fix of the guards not seeing you during the fade and another fix I made on those guards' patrol routines it should be possible to backtrack at your will (also it should be possible everywhere on the game).

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Possible Spoiler? Mouse-over. This is only a suggestion, and doesn't really apply if you'd rather the players not care about going through the game with the least kills possible.
We care about the least kills possible. But this would open precedent for some (possibly) frustrating backtracks I guess, since you'd still have to kill the three targets to fulfill the contract (I'm still working in a way that killing only the targets could be the least kills possible [actually there are some rooms that prevent it from happening]).

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Possible Spoiler? Mouse-over. Same basis as the above, though I think it'd be interesting to implement. Might be too difficult to do so, however, as it implies modifying the behavior of characters already set to follow programmed paths to walk over to the appropriate door that corresponds to the key they picked up.
This would be really interesting. But unfortunately this out of our capabilities =/
I've added another event related to this that happen if you listen to a whole dialogue (and the same effects, gameplaywise, could be attained by killing).

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Definite Spoiler? Mouse-over. This is in regards to difficulty in some areas.
As I've said above, I've made the timings a little more forgiving =]

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There's some miscellaneous glitches elsewhere, but since I got to them via a debug function and many of them seem to be in areas that are still being developed, I decided to not give them too much importance. Please let me know if you'd like me to list them, however. I feel like at least mentioning that I'm not sure how to trigger the invulnerability (O key) debug feature in the latest build. Is it currently disabled, a hold-to-use (like stealth), or a toggle? Are there conditions under the which it won't toggle?
If you could list them it would be nice =]
Maybe even if it's something under development you could find things that are going wrong or give suggestions that would help improving the game...
The invulnerability has no feedback, and it's a toggle. You activate the debug log by pressing P and then pressing O toggles invulnerability. I wouldn't say for sure, but it's supposed to work everytime until deactivated or if you start a new game.

Thanks a lot for the feedback! o/
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unsilentwill
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« Reply #32 on: April 16, 2012, 12:07:26 PM »

 Blink

Posting to keep an eye on this, a bit too busy to beta test but would definitely buy the game when it's finished. Sounds amazing, keep up the good work.
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« Reply #33 on: April 17, 2012, 11:34:44 AM »

Hi, beto.

I've had a play through of the latest build, up to the first assassination.  I'll carry on from there when I have the time, but I figured I'd share my comments up to that point.  I didn't spot any bugs, so these are just things that didn't feel quite right to me.

First up, on the title screen it probably needs to say "Press any key to begin" or similar.  Every time I start the game I end up staring at that screen waiting for something to happen.  (You'd think I'd learn...)

I liked the new intro section.  But I have a feeling that I found my way through the trees by trial-and-error rather than by solving a puzzle.  If that's the intention then fair enough -- I'm just mentioning it in case I missed something.

I think I grumbled before about the information icons, so apologies if I'm repeating myself, but I still feel they could be tightened up a bit.  Is there a difference between "...", "?" and "!"?  I'm guessing that they indicate different types of information, but the distinction feels quite arbitrary in practice, and I think it might be neater if just one icon ("..." say) was used throughout.  There were a few times when my character had the "..." icon over his (her?!) head but nothing happened when I pressed Space.  (In one case this happened immediately after listening to a conversation between two guards, which may be something to do with it.)  Finally, there was a key that I could pick up, but that didn't show an information icon.  That seemed awkward, like the game was trying to trick me into assuming that the key was just a bit of scenery.

At the first point in the game where you're encouraged to kill guards (one of them is blocking the exit) you're forced to listen to a conversation when you enter.  If you die in that room, then you're forced to listen to the same conversation again when you re-enter.  Trouble is, I died in that room a lot, because I wanted to get a feel for how the guards behaved, how near you needed to be to hit one, how easy it was to distract them and sneak past without killing, etc.  I got very sick of that conversation.

When you find a letter (or other clue) and the game takes you to the "Remarks" page, it shows a picture of the letter but not its text.  By luck I found that you can press Space to bring up the text.  This should be explained somewhere, or perhaps the text should appear automatically.

It's nice to see the Alchemy puzzle in place.  I guess this is something that's still work-in-progress since the text explaining how to operate the puzzle was displayed as part of the main game and not within the puzzle itself.  I still think people will find the first Alchemy puzzle a bit of a struggle unless the game talks them through it a bit more.  (Ideally, pressing Space should give more feedback as to why the puzzle isn't complete yet -- wrong chemicals connected, filter not used, that sort of thing -- but I can understand that that would be quite tough to do.)  Adding one extra bit of horizontal pipe to the inventory would make that first puzzle just a bit easier.

Keep up the good work.  I'm looking forward to playing the next section when I've got the time.

Simon
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beto
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« Reply #34 on: April 18, 2012, 06:44:40 AM »

Blink

Posting to keep an eye on this, a bit too busy to beta test but would definitely buy the game when it's finished. Sounds amazing, keep up the good work.

Oh, thank you! =]

It will be finished soon!
The game was scheduled to be released on the second week of May, but since Diablo III is probably going to be released May 15th we delayed ours a little hahaha

If you'd like, pre-oder is available at http://qasir.adugestudio.com/
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« Reply #35 on: April 18, 2012, 07:17:54 AM »

First up, on the title screen it probably needs to say "Press any key to begin" or similar.  Every time I start the game I end up staring at that screen waiting for something to happen.  (You'd think I'd learn...)
You're right! It's absolutely necessary! We had a press enter screen and I don't know why the hell it's not there anymore. Even though you can press any key (not absolutely sure about it, but I know there are several that work) and not only enter, it's better to have a press enter than not having anything.

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I liked the new intro section.  But I have a feeling that I found my way through the trees by trial-and-error rather than by solving a puzzle.  If that's the intention then fair enough -- I'm just mentioning it in case I missed something.
We wanted to create a place where you could walk and get lost a little, but wouldn't be painful to find your way. If you didn't find it annoying, I think it's ok...

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I think I grumbled before about the information icons, so apologies if I'm repeating myself, but I still feel they could be tightened up a bit.  Is there a difference between "...", "?" and "!"?  I'm guessing that they indicate different types of information, but the distinction feels quite arbitrary in practice, and I think it might be neater if just one icon ("..." say) was used throughout.  There were a few times when my character had the "..." icon over his (her?!) head but nothing happened when I pressed Space.  (In one case this happened immediately after listening to a conversation between two guards, which may be something to do with it.)  Finally, there was a key that I could pick up, but that didn't show an information icon.  That seemed awkward, like the game was trying to trick me into assuming that the key was just a bit of scenery.
The ... are supposed to indicate trivial things and things the character don't recognize relevance at first glance. The ? are supposed to indicate curious things and things related to puzzles in a more tangential way. The ! are supposed to indicate things related to the solution of puzzles and things like that.
Can you recap where this issue happened? There are some places where the investigation collider is bigger than the text manager or your attack area (the text is triggered when your arrack area collides with the text manager) is touching two text colliders.

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At the first point in the game where you're encouraged to kill guards (one of them is blocking the exit) you're forced to listen to a conversation when you enter.  If you die in that room, then you're forced to listen to the same conversation again when you re-enter.  Trouble is, I died in that room a lot, because I wanted to get a feel for how the guards behaved, how near you needed to be to hit one, how easy it was to distract them and sneak past without killing, etc.  I got very sick of that conversation.
From how the save works I think there wouldn't be a way to record if a text was heard after you've saved. One way to get around it would be listen to the dialogue and then leave to the previous room (there is a save point on the doors of that room) and re-enter the room.

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When you find a letter (or other clue) and the game takes you to the "Remarks" page, it shows a picture of the letter but not its text.  By luck I found that you can press Space to bring up the text.  This should be explained somewhere, or perhaps the text should appear automatically.
It would be nice to have some feedback of that menu's controls. Maybe having a yellow dot there could help (since you have to press the investigation button to display some texts and when the dot appears it indicates that you also have to press it to advance). Anyways, we're going to rethink the menu interface as it's got other problems too.

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It's nice to see the Alchemy puzzle in place.  I guess this is something that's still work-in-progress since the text explaining how to operate the puzzle was displayed as part of the main game and not within the puzzle itself.  I still think people will find the first Alchemy puzzle a bit of a struggle unless the game talks them through it a bit more.  (Ideally, pressing Space should give more feedback as to why the puzzle isn't complete yet -- wrong chemicals connected, filter not used, that sort of thing -- but I can understand that that would be quite tough to do.)  Adding one extra bit of horizontal pipe to the inventory would make that first puzzle just a bit easier.
You're right, it's really a placeholder "tutorial". We're thinking about having a document explaining about the alchemic elements and perhaps linking visual cues about how the puzzle is operated, since a visual sort of turorial would be nice for this puzzle. Also we plan to free the investigation button to show you the recipe, and then you'd activate the puzzle by pressing action on the final container (then it would give you feedback if you tried to activate it but had leaks or the wrong recipe). I'll take it intro consideration (but I'll have to think it a little harder, since the first and second recipes share the same puzzle table)

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Keep up the good work.  I'm looking forward to playing the next section when I've got the time.
Thanks a lot Simon! =]
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« Reply #36 on: April 25, 2012, 01:34:43 PM »

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There were a few times when my character had the "..." icon over his (her?!) head but nothing happened when I pressed Space.  (In one case this happened immediately after listening to a conversation between two guards, which may be something to do with it.) 
[...]Can you recap where this issue happened?
I think that happened in the room I was mentioning with the two guards (one of them blocking the door).  Walk up to the censer in the middle of the room.  The "..." appears and the guards start talking.  When they finish, the "..." is still there, but pressing Space does nothing.  I did intend to keep detailed notes of every glitch I saw, but it's very difficult to describe the different rooms (the debug mode seemed to say "Room 0_0" more often than not).

Continuing the game (after a bit of a delay) from just after the first assassination...

Heading north from the central (pools and statues) room, I got to a "warp zone".  (The unusual nature of the room is only explained on the menu screen.  A comment in the game itself would be nice.)  There are a lot of floor switches and dart guns in this area.  I felt that the switches were unnecessarily sensitive, considering that I'm controlling a nearly-invisible character in a poorly-lit environment.  It didn't feel like it was my fault when I died in that room (which, as usual, I did a lot).

On the subject of dying, it might be worth making the character's death animation a bit more noticeable.  One time when I triggered the dart guns, I didn't realise what had happened.  I wasn't looking at my character, so I didn't register the death animation.  The next thing I knew the screen had turned black, and I assumed the game had crashed.

Later, there's a corridor with red splashes on the floor and a jug of pink liquid.  In one place the "..." icon appeared, but hitting space didn't do anything.  When I tried examining the jug of pink stuff it said, "An empty dish," which doesn't sound quite right.

Another problem with the "..." icon.  When I solved a dial problem, it opened a box, but (I guess since I was standing next to it already) no "..." icon appeared to let me examine the box.  I had to walk away and come back to the box before I was allowed to examine it.

After about thirty minutes of playing, a lot of the sound effects vanished (no footsteps, including in water, and no sound during the dial puzzle).  Quitting and restarting fixed the problem.

Exploring the rooms to the north-west (north of the pool room to the west of the central room) I got quite a long way without hitting a save point.  I'd filled in maybe half-a-dozen rooms on the map, and listened to a couple of long conversations.  When I was killed (by a fast-moving ninja) I was surprised how far back the game put me.  So I figured that was an appropriate point to take another break from playing.

One final point.  I don't know if it's just my machine, but the game's frame rate is worryingly low at times.  It's an old machine but I haven't noticed problems with other games (certainly not in 2D).  The problem seems to be worst when I alarm a guard - the game almost freezes for a second or two (which makes getting away from the guard rather awkward).  I've tried running with a small window size (800x600) and the lowest graphics settings, but it doesn't seem to have any effect.

More feedback on the next part of the game soon...

Simon
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beto
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« Reply #37 on: May 02, 2012, 06:37:17 PM »

I think that happened in the room I was mentioning with the two guards (one of them blocking the door).  Walk up to the censer in the middle of the room.  The "..." appears and the guards start talking.  When they finish, the "..." is still there, but pressing Space does nothing.  I did intend to keep detailed notes of every glitch I saw, but it's very difficult to describe the different rooms (the debug mode seemed to say "Room 0_0" more often than not).
Hm... I'll check this thing with the censer and the dialogue.
I don't know why the debugger is not showing the rooms' names properly anymore (btw, 0_0 is the root room where the game controller is created)...

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Heading north from the central (pools and statues) room, I got to a "warp zone".  (The unusual nature of the room is only explained on the menu screen.  A comment in the game itself would be nice.)  There are a lot of floor switches and dart guns in this area.  I felt that the switches were unnecessarily sensitive, considering that I'm controlling a nearly-invisible character in a poorly-lit environment.  It didn't feel like it was my fault when I died in that room (which, as usual, I did a lot).
We used to have these informations as the default text that you could activate anywhere (unless there was some other text to be activated where you'd be standing), but it was causing so many issues we decided to put it on the menu... It would be really nice if we managed to know how to have them without having tons of bugs too...
All the pressure pads hitboxes are larger than they should. I think they were this size because the character was smaller back then when we created the pressure pads and I forgot to change their hitboxes size. I'll change them to have a fair size.

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On the subject of dying, it might be worth making the character's death animation a bit more noticeable.  One time when I triggered the dart guns, I didn't realise what had happened.  I wasn't looking at my character, so I didn't register the death animation.  The next thing I knew the screen had turned black, and I assumed the game had crashed.
We now have a dying/mission failed screen. It fades white and then the character does the death animation and there's a text indicating what happened =]

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Later, there's a corridor with red splashes on the floor and a jug of pink liquid.  In one place the "..." icon appeared, but hitting space didn't do anything.  When I tried examining the jug of pink stuff it said, "An empty dish," which doesn't sound quite right.
That was a poison charger. On this version we had all texts related to the poison broken. Now they're fixed and working (as far as I know).

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Another problem with the "..." icon.  When I solved a dial problem, it opened a box, but (I guess since I was standing next to it already) no "..." icon appeared to let me examine the box.  I had to walk away and come back to the box before I was allowed to examine it.
This is a bug that still needs to be fixed.

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After about thirty minutes of playing, a lot of the sound effects vanished (no footsteps, including in water, and no sound during the dial puzzle).  Quitting and restarting fixed the problem.
We were investigating it today. Seems like it's a bug with the character audio source (that routes many sounds through the game) getting its values messed up. I hope we can come up with a solution soon... I've seen that bugs with sound are somewhat harder to solve...

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Exploring the rooms to the north-west (north of the pool room to the west of the central room) I got quite a long way without hitting a save point.  I'd filled in maybe half-a-dozen rooms on the map, and listened to a couple of long conversations.  When I was killed (by a fast-moving ninja) I was surprised how far back the game put me.  So I figured that was an appropriate point to take another break from playing.
I'll check out the save points... There should be one in the room between the endless fire and the sound puzzle, if you took the fire path, and one in the top-center corridor for the other path. Both of them aren't too far away from the flooded room, that is close to the target room antichamber (where I've just seen that it had its save point missing).

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One final point.  I don't know if it's just my machine, but the game's frame rate is worryingly low at times.  It's an old machine but I haven't noticed problems with other games (certainly not in 2D).  The problem seems to be worst when I alarm a guard - the game almost freezes for a second or two (which makes getting away from the guard rather awkward).  I've tried running with a small window size (800x600) and the lowest graphics settings, but it doesn't seem to have any effect.
I tell the others (the director and the programmer) to check it out. But we're very concerned about the game performance, and last week we dedicated some effort into it. We could say the performance was improved some 10%...

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More feedback on the next part of the game soon...
Simon
Thanks a lot, man! =]
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« Reply #38 on: May 05, 2012, 12:08:12 PM »

Hi, beto.  Some more comments for you.

The game's frame rate is causing me some real difficulty.  In the room at the top-left of the map (flooded, lots of guards, just before the second assassination) the game slows to roughly two frames per second.  When I pull the switch in this room the game freezes for about three seconds.  I almost had to give up completely at that point because dodging the guards and getting through the gate in the time limit seemed almost impossible under those circumstances.  But by pure luck after half-a-dozen attempts I managed it.  So I kept on playing. Smiley

After the second assassination, you're covered in blood - potentially a lot of it if you've been on a killing spree.  The way back is locked, and the way forward requires getting past a couple of guards.  I don't know if it's deliberate, but there's no way to get clean before having to go up against those guards, so they could potentially be very difficult to deal with.

I've noticed that if you keep the 'stealth' button held when going through a door, then you're not in stealth mode in the new room.  Which can be fatal.

Heading north from the Eastern pool room, I got through three or four more rooms (past a new type of guard who for some reason have numbers next to their heads) before a guard materialized almost on top of me, and made me respawn back in the pool room.  Maybe it's just not practical, but having save points every couple of rooms would remove a source of frustration - and stop giving me an excuse for pressing quit on the game.

Simon
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« Reply #39 on: June 13, 2012, 09:17:24 AM »

Hello Simon!
I'm terribly sorry for taking so long to show up.
I've been quite away from the forum recently due to a lot of things, mostly because of the developing of our game (we're trying hard to deliver everything that's missing and testing if the things are working as they should so that you'd have a better experience testing).

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The game's frame rate is causing me some real difficulty.  In the room at the top-left of the map (flooded, lots of guards, just before the second assassination) the game slows to roughly two frames per second.  When I pull the switch in this room the game freezes for about three seconds.  I almost had to give up completely at that point because dodging the guards and getting through the gate in the time limit seemed almost impossible under those circumstances.  But by pure luck after half-a-dozen attempts I managed it.  So I kept on playing.
We started using Unity 3.5 and the performance increased a little only by using the new version (I guess the last version I uploaded here was made on the previous version). Also we tried to optimize lots of things. For example, on the flooded room the dye traps were removed and we solved a bug of performance when the guards spotted you. I guess this room (and probably others) should be better now...

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After the second assassination, you're covered in blood - potentially a lot of it if you've been on a killing spree.  The way back is locked, and the way forward requires getting past a couple of guards.  I don't know if it's deliberate, but there's no way to get clean before having to go up against those guards, so they could potentially be very difficult to deal with.
I've managed to redesign the patrol of the guards and you can pass through that room (when you're clean) carrying the key without being spotted =]
The same goes for the room after the first target. I guess now it's possible to beat the game without killing (except for the tagets) too.

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I've noticed that if you keep the 'stealth' button held when going through a door, then you're not in stealth mode in the new room.  Which can be fatal.
This is a problem of the engine itself. It loses the information of the key that's being pressed when it unloads a scene and loads another.
Seems like that accessing the input manager (or a decent one) is one of the most requested features from Unity.

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Heading north from the Eastern pool room, I got through three or four more rooms (past a new type of guard who for some reason have numbers next to their heads) before a guard materialized almost on top of me, and made me respawn back in the pool room.  Maybe it's just not practical, but having save points every couple of rooms would remove a source of frustration - and stop giving me an excuse for pressing quit on the game.
Now they have their proper awesome (I think) graphics and =]
Also they show up faster (it avoids the materializing bad surprise) and have slightly different speed attributes and behavior.
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« Reply #40 on: June 13, 2012, 09:25:36 AM »

Our writer prepared a compilation of every text of the game! =]

We have a google docs with them all so that you can read everything and edit.
So you all that kindly offered proof reading, send me a PM with your e-mails and I can add you as editors of the document! =]

Ps: Soon I'll have a new build with tons of improvement!
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« Reply #41 on: June 13, 2012, 03:08:25 PM »


Wow this game looks awesome! Good job! It makes me happy to see Brazilian developers making good games. (também sou brasileiro) Wink

I downloaded the demo from the link in the official game website and I got some problems. Just now I've realized that this is probably not the same build you're working on, but it's still important to update the demo version at the website for people to download...

I first ran the game with the default settings and it was kinda slow and the textures were really blurry, so I took it down to the "fastest" setting in windowed mode in a lower resolution.
After i did this the textures got fixed, but most of the characters just wouldn't show up (they are only shadows).

I am using a notebook, but I'd think it would be able to run this fine since it ran Bastion no problem and even Diablo III in low settings.

Here are some screens. Really weird. I first thought that it was part of the game, but then I saw some of the videos. lol


Me talking to a shadow.


Shadows hunt me down the hallway.


And this happens with most characters. (but not all) =/
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beto
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« Reply #42 on: June 15, 2012, 01:03:13 PM »

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Wow this game looks awesome! Good job! It makes me happy to see Brazilian developers making good games. (também sou brasileiro)
Thanks a lot, buddy! It's very gratifying to have this kind of support! =]

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I downloaded the demo from the link in the official game website and I got some problems. Just now I've realized that this is probably not the same build you're working on, but it's still important to update the demo version at the website for people to download...
You're right! We'll do it asap! Actually when I'd have the next build available the demo on the game's site will be updated too.

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I first ran the game with the default settings and it was kinda slow and the textures were really blurry, so I took it down to the "fastest" setting in windowed mode in a lower resolution.
After i did this the textures got fixed, but most of the characters just wouldn't show up (they are only shadows).
I know it feels frustrating for the comparison you've made.
On the version you've played the launcher configurations had almost no effect. Now we only have three options and they help a little more, but not taht much since they're more effective for 3d based games.
As far as I (suspect to) know, this issue you had is caused when the game runs in a video card that doesn't support large (2048x2048) textures and the sprite sheet of the NPCs are this size. Could you provide me your system specs?
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« Reply #43 on: June 15, 2012, 07:20:25 PM »


Yeah, that's probably it. My graphics card is the worst thing about my laptop. =/

Here are my specs:
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crowe
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« Reply #44 on: June 16, 2012, 04:51:40 PM »

The game is quite interesting, though I have a few problems. first of all, I have no idea why the game runs so slowly on my system, even though I far exceed the requirements; I sometimes get speeds as low as 10fps, especially in the forest intro scene. Secondly, the game over screen needs to be much faster to get past, since in some places you may die quite a lot and it's important to get back into the action.

If these are fixed in later builds, I'd suggest updating either the beta here or the demo build on your site.


If you can get the performance issues worked out, though, I will definitely buy the finished product. Seems really clever, and some good puzzles.
« Last Edit: June 16, 2012, 06:55:36 PM by crowe » Logged
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