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1038180 Posts in 41950 Topics- by 33565 Members - Latest Member: Yayifications

September 01, 2014, 08:18:12 PM
TIGSource ForumsFeedbackPlaytestingSWAP released on Desura and indievania
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Author Topic: SWAP released on Desura and indievania  (Read 2386 times)
Vurb
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« Reply #15 on: February 27, 2012, 03:52:42 PM »

ya i currently have batteries cubes circuit tiles witch run the power from the batteries and the wind generators. also like a extending grabber type thing, a jump pad, a piston tile button tile a switch tile an lots of other tiles to come. also the 1800's is the time that you currently living in as a baby but the time where your doing the puzzles is hundreds of years later. and you are older.

ill be posting a video of all the objects so far as well as early screenshot of when your first a baby.
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beto
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« Reply #16 on: February 27, 2012, 04:39:11 PM »

About these interactive objects, how do plan them to look like?

I mean, I don't know if you plan to represent them as concrete pictorical elements and these are placeholders or if you plan them to be as much simplified as possible (only the button was really clear to me).
In either case (wether they're placeholders or if they're real simplified stuff) it would be nice to have some labels telling what is each cube. And this could be typographically interesting! =)
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Vurb
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« Reply #17 on: February 27, 2012, 07:08:53 PM »

im not quite sure what you mean but ya each object is pretty simple and you will probably understand each one better once i post the video i know they dont make sense but they will.

and in the first level right now i have updated it to show the word button over the button and this will be on the other objects as well.
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beto
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« Reply #18 on: February 27, 2012, 11:02:32 PM »

For the graphic solution I suggested, I was thinking about the objects having the texts on themselves.

Something like this
http://www.pics24h.com/img/artwork/minimalist-typography-examples/minimalist-typography-examples09.jpg
http://www.myinkblog.com/wp-content/uploads/2011/03/typography_by_nominuss-d36vppo.jpg
http://alwayswords.files.wordpress.com/2011/02/jbh.jpg
http://mariedenise.files.wordpress.com/2010/04/harrys_phoenix_fullpagead1.jpg

But in a more clean way...
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Vurb
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« Reply #19 on: February 28, 2012, 06:22:25 AM »

those are cool but its not really the look im going for.
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Vurb
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« Reply #20 on: March 01, 2012, 08:43:52 PM »

SWAP Update video showing off some new objects in the game.

http://youtu.be/y6tedQLUIac

Check out my indiedb.com page at

http://www.indiedb.com/games/swap

and subscribe to my you tube channel for more updates to come.

http://www.youtube.com/user/VurbStudios?feature=mhee


let me know feedback and critics thanks!
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Vurb
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« Reply #21 on: March 05, 2012, 08:59:26 PM »

New open environment trying to make it different from portal. let me know what you guys think thanks!

http://www.youtube.com/watch?v=tT6gxU6miz8&context=C3578b00ADOEgsToPDskLlIV01fhuLwMUVmqalJaNa
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Udderdude
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« Reply #22 on: March 05, 2012, 10:38:33 PM »

I like the open world a bit more.  Looks more dangerous, like you could fall to your death.
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Christian Knudsen
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« Reply #23 on: March 06, 2012, 02:50:49 AM »

Looks like you're leaning quite heavily on 3D platforming in the open world level. You should be careful with that. Most players hate 3D platforming -- with good reason.

Also, I'm not quite sure I understand where the challenge lies in the game. If you can swap any two tiles in the game, it feels more like a sandbox or level editor to me. Similar games like Portal and QUBE have clear limitations to their core mechanic, and the challenge arises from trying to solve puzzles within these limitations.

EDIT: Basically, the swap mechanic seems incidental because it seems as if you can swap any two tiles (even non-useful tiles), so you're not swapping as much as just moving tiles around. I think that if you limit the kind of tiles you can swap, the challenge (or one of them) can arise from figuring out which order to swap tiles in. Kinda like the Rubik's Cube or the puzzle toy where you slide tiles around in a fixed frame with one empty space. The challenge in those toys is that when you solve one problem, you screw up something you fixed earlier.
« Last Edit: March 06, 2012, 02:57:35 AM by Christian Knudsen » Logged

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Vurb
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« Reply #24 on: March 06, 2012, 07:11:25 AM »

Christian: Ya its not all going to involve jumping there this was just for showing off the jump tile and things. but ya you have a good point there.

also about the swapping limitations your also right im going to some tiles non swappable and colored dark grey. This way it will give some limitation like you said.


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Udderdude
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« Reply #25 on: March 06, 2012, 08:27:31 AM »

A limitation on the number of times you can swap, and possibly items that increase the number of swaps you can perform, would also help.
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Vurb
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« Reply #26 on: March 06, 2012, 09:58:50 AM »

good ideas i not so sure about the limited swap times but i try it out and see if it works.
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Vurb
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« Reply #27 on: March 25, 2012, 04:28:42 PM »

Heres a new video montage of some new levels that i have bin working on. Let me know what you guys think. thanks!

link to video -> http://youtu.be/qL1z9YHVcXY



indiedb.com
http://www.indiedb.com/games/swap

youtube
http://www.youtube.com/user/VurbStudios?feature=mhee

contact me at [email protected]

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Vurb
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« Reply #28 on: March 26, 2012, 10:25:17 AM »

i think the last post got lost so bump.
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Vurb
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« Reply #29 on: March 26, 2012, 01:07:47 PM »

Download and play a complete level from the game.

Requirements

GLSL support

im running a intel centrino core 2 duo and on board graphics, so pretty much any one should be able to play this. Let me know how it plays and or any ideas you might have or suggestions, thanks!

oh and sorry for the lack of shadows there was a malfunction. but the level is still playable.

link-->>>>  http://ge.tt/1Xxy0WF/v/0
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