Bryant
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« on: February 03, 2012, 07:14:56 PM » |
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A Physical Party Game for Curious and Affectionate People
Available Now for iPhone, iPod Touch, and Android
"Snuggling is good for the soul...except I don't have one!" Setup1. Convince a group of good looking people to play with you. 2 - 10 people will do (or more!). 2. Find a soft, flat surface to play on. 3. Remove your shoes (or more!). 4. Sit in a small, compact circle. 5. Release your inhibitions. How to Play1. Launch the game on your device. 2. Summon the skeleton by shaking the device. 3. Perform the skeleton's movement challenges by placing your body parts on other players' body parts. - Example: Place your skull on another player's left leg.
4. Continue touching each other until one player overstimulates the device's motion sensors. 5. Repeat with even better looking people. Platform and Tech- Targeting Android and iOS devices with accelerometers (and possibly gyroscopes) - Developing using Corona SDK (Lua) TeamDesign & Code: Me! Art: Viktor KolodyazhnyMusic & SFX: Ben BriggsVoice Over: Sean Chiplock
To Do - Skeleton Idle Animation | - Skeleton Talking Animation | - Skeleton Shaking Animation | - Skeleton Facial Expressions | - Integrate New Game Dialogue | - Integrate Gameplay Dialogue | - Integrate Gameplay Particle Effects |
| - Tune Accelerometer and Gyroscope Data | - Connect Movement Data with SFX | - Credits Screen | - Game Over Screen | - Screen Transitions | - Set Up Testflight Account | - Playtest O_O |
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Thank you for reading Let me know what you think! <3 Bryant
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« Last Edit: April 26, 2012, 01:17:22 PM by Bry »
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eigenbom
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« Reply #1 on: February 03, 2012, 08:37:36 PM » |
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Damn, all my friends are ugly... O_O
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Bryant
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« Reply #2 on: February 04, 2012, 03:49:09 PM » |
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Take it to a trendy club and incorporate it into a pickup line Guaranteed success!!
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eigenbom
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« Reply #3 on: February 04, 2012, 04:10:03 PM » |
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Hey baby ... wanna touch my bones? :D
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Bryant
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« Reply #4 on: February 05, 2012, 12:57:45 PM » |
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Snuggling Fact: Graveyard Snuggle causes a measurable increase in your bone's effectiveness at wooing potential mates. On the topic of bones: Texture atlasing reduced my memory usage from 133MB to 28MB on high resolution devices like the iPhone 4. It also increased my framerate from 20-30FPS to 60FPS. Size does indeed affect performance
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PompiPompi
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« Reply #5 on: February 05, 2012, 01:08:40 PM » |
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Snuggling Fact: Graveyard Snuggle causes a measurable increase in your bone's effectiveness at wooing potential mates. On the topic of bones: Texture atlasing reduced my memory usage from 133MB to 28MB on high resolution devices like the iPhone 4. It also increased my framerate from 20-30FPS to 60FPS. Size does indeed affect performance lol, you are going to pun hell for this!
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Master of all trades.
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BanditoJuan
Level 0
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« Reply #6 on: February 06, 2012, 11:25:16 AM » |
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So, let me get this straight.
You look at the device, you do whatever it says, Then you pass it to the next person? Repeat until overload (= too much shaking or what?)
Artwork looks cool, and could be hilarious fun. I'd be willing to test it, only got a second gen iTouch though.
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Bryant
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« Reply #7 on: February 06, 2012, 02:27:52 PM » |
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So, let me get this straight.
You look at the device, you do whatever it says, Then you pass it to the next person? Repeat until overload (= too much shaking or what?)
Artwork looks cool, and could be hilarious fun. I'd be willing to test it, only got a second gen iTouch though.
Everyone in the group must move at the same time, but only one person is ever holding the device. The person holding the device changes throughout the game, though, and passing the device to your neighbour can be difficult when your limbs are tied up Unfortunately, I don't think the framework I'm using supports second gen iTouches ( see here) But if that proves not to be true I'll send you a PM In other news, the Indie Games Weblog wrote a cute little piece on Graveyard Snuggle. I just hope players will spend more time looking at each other than the screen
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Tiko
TIGBaby
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« Reply #8 on: February 06, 2012, 10:16:14 PM » |
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Well I'm interested in trying it out.
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Bryant
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« Reply #9 on: February 07, 2012, 10:08:05 AM » |
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Well I'm interested in trying it out.
Excellent I'll send you a PM as soon as I have a stable build for you (maybe this weekend?)
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Bryant
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« Reply #10 on: February 15, 2012, 07:42:08 PM » |
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"Sleepy skeleton woke up on the wrong side of the dead." Skeleton animations are mostly done. I just need to make his bones shake when the motion sensors are stimulated
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Bryant
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« Reply #11 on: February 18, 2012, 03:12:26 PM » |
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New logo! I finally integrated all of the gameplay dialogue. There are still a few sound effects that need to go in, but the gameplay-critical ones are there. Next up...facial expressions?
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Bryant
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« Reply #13 on: February 21, 2012, 10:12:01 AM » |
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I've been getting some really helpful feedback from all of the playtesters so far! Thanks so much to those of you who are participating Much appreciated I've updated the iOS and Android builds based on some of the feedback I've received. Here's what's new:- Tweaked the sensitivity/difficulty of the game ever so slightly - Added some text to clarify the rules - Added some text at the end to show you how many rounds you survived The rules still aren't crystal clear. I need to work on that. But note that * everyone* in your group must obey the skeleton's commands -- not just the person holding the device. And you all have to move at the same time. Thanks again everyone Skeleton commands you to place your ribs on someone's right leg.
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Bryant
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« Reply #14 on: February 22, 2012, 09:35:33 PM » |
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New builds are online! I think the rules are getting clearer. Hard to say. But I plan on playtesting at tomorrow's Full Indie meetup here in Vancouver. If you're nearby, come snuggle with us
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BlueSweatshirt
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« Reply #15 on: February 22, 2012, 10:27:56 PM » |
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This would be a difficult one to pitch to my friends.
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Bryant
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« Reply #16 on: February 22, 2012, 10:29:49 PM » |
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This would be a difficult one to pitch to my friends. Solution:
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Bryant
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« Reply #17 on: March 03, 2012, 11:57:05 AM » |
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Update: I'm conducting one final playtest tonight to try out a small variation on the movement commands. I hope to capture it on video so you can all see how it plays If all goes well, I'll start packaging it up for distribution Thanks to everyone who gave the game a go
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Bryant
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« Reply #18 on: March 13, 2012, 10:49:28 AM » |
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Update: I submitted the game to Apple for review last night I'll submit the Android version in a couple weeks. Still working on the gameplay video But that will hopefully be out of the way soon
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Bryant
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« Reply #19 on: April 09, 2012, 08:28:59 AM » |
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Update: I honestly thought this project would only take me a couple weekends to finish. I totally underestimated how much effort it takes to actually release something to the world With that said, the game is ready for release on iOS. I'll be submitting to Amazon's Android app store this week. I'm still on the fence about releasing it on the Google Play marketplace. Is it more trouble than it's worth? I'm also an hour or two away from finishing up the gameplay trailer I'll post it online closer to the game's release date (right now I'm targeting Thursday, April 26th). That's all for now!
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