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mokesmoe
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« Reply #2240 on: October 23, 2014, 01:11:52 AM »

I think it being harder to see your character underwater helps the idea that you aren't supposed to be hanging out there.
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Jad
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« Reply #2241 on: October 23, 2014, 02:00:50 AM »

I think the jelly / rubber feel will definitely start feeling much better as we get some hot hot FX particles and animation splashing going
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Christian
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« Reply #2242 on: October 23, 2014, 03:32:15 AM »

I think it being harder to see your character underwater helps the idea that you aren't supposed to be hanging out there.
I totally agree with this

The current state - all vague and obscured and murky - is perfect IMO. Just sells the idea that underwater is dangerous and dark, keeps it tense since there's a sense of the unknown, and just looks really cool. Moving through dark murky water is a perfect contrast to open colorful surface where you can see everything clearly
 
Oh and maybe if lizards are underwater, only their flashing colors would be visible, like the bioluminescent nature of deep sea creatures. Imagine how tense that would be. You dive underwater, and don't realize a lizard is nearby because it's hard to see and kind of camouflaged against the other dark things underwater. And then a flash of color in the darkness and a dark shape starts rushing towards you...
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« Reply #2243 on: October 23, 2014, 03:50:12 AM »

I love the effect. One thing I noticed: The impact when the character jumps into the water is very heavy, which makes it look a bit like a miniature world. Don't know if I can explain it correctly, but right now it feels like in a bathtub, very small.
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« Reply #2244 on: October 23, 2014, 04:14:40 AM »

Oh and maybe if lizards are underwater, only their flashing colors would be visible, like the bioluminescent nature of deep sea creatures. Imagine how tense that would be. You dive underwater, and don't realize a lizard is nearby because it's hard to see and kind of camouflaged against the other dark things underwater. And then a flash of color in the darkness and a dark shape starts rushing towards you...
Beg

By the way - and maybe this has been answered before and I missed it - what is the penalty for dying in the game? Do you start all over from day one with no flies?
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oahda
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« Reply #2245 on: October 23, 2014, 07:15:45 AM »

You guys are just... Wow.

And I fully approve of Christian's suggestion.
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« Reply #2246 on: October 23, 2014, 07:17:50 AM »

Thanks! Smiley

so perfect! dont change a thingggg. I can hear the sploosh clearly in my head when the cat dives into the water, it looks that good

That's really good, as it's you who's gonna do that splash sound, mate! Hahaha!

I've never really been a fan of (wavy) water in 2d platformers, it feels like the world just ends at a glass pane or something to me. You managed to make it look pretty though, so I'll get over it Wink My only gripe would be that the water behaves very rubbery when you dive in, like it's jelly you're swimming around in rather than water. The swimming itself looks really cool, and I think the slugcat being darkened while submerged works well.

Yeah, me neither - and for a while we did talk about having the water extend towards the bottom of the screen - as if you were watching the level stick up above the surface, from a distance. It gets weird very quick though, because this whole platformer perspective thing doesn't really work if you try to think of it in 3D. If you saw the surface, and the level stick up out of it, you'd all of a sudden feel like you're viewing the creatures from a distance - which is weird, because it uncomfortably places the viewer in the scene - and 2D and 3D spatiality collide. Also, when looking at a normal level, you're kind of seeing the inside of walls, maybe? Doesn't really make sense to have a cut-in-half building like that stick out of an ocean and view it as through binoculars...

Then come the practical stuff - if what you see was the surface of the water, you wouldn't be able to see what was going on beneath it. And when the surface is above the horizon? (Yeah, the game has a "horizon" it uses for the pseudo 3D stuff, it's 1/3 down from the top of the screen). In the end, the aquarium approach was only the really thing that made sense. And I've kind of learned to like it, it makes it feel like you're looking at a little model of a room or something Smiley

I love the effect. One thing I noticed: The impact when the character jumps into the water is very heavy, which makes it look a bit like a miniature world. Don't know if I can explain it correctly, but right now it feels like in a bathtub, very small.
Yeah, I've really been struggling with the jelly-ness of it. That's the least jelly I've managed to get it to, but now when I've tried to rewrite the thing to work with multi-screen rooms the jelly wobble is worse than ever  Tired If anyone can point me to a nice and simple description of how to actually simulate a water surface I'd be really happy. Haven't managed to find one myself - the wikipedia article wasn't easy enough to work with.

Oh and maybe if lizards are underwater, only their flashing colors would be visible, like the bioluminescent nature of deep sea creatures. Imagine how tense that would be. You dive underwater, and don't realize a lizard is nearby because it's hard to see and kind of camouflaged against the other dark things underwater. And then a flash of color in the darkness and a dark shape starts rushing towards you...
I haven't had a proper talk with James yet, but I'm kind of leaning towards not having many creatures that are both land and water dwelling - it's easier and feels cleaner to have some separate (vicious!) water fauna that will eat whatever falls down there. But it's all open for discussion right now - currently I'm just trying to get the damn water to work haha!

I love the effect. One thing I noticed: The impact when the character jumps into the water is very heavy, which makes it look a bit like a miniature world. Don't know if I can explain it correctly, but right now it feels like in a bathtub, very small.
I think the main thing here is the distortions close to the surface. And also the jelly like qualities of the water, making it seem as if surface tension is really strong. The jelly I'm not so happy about, but I kind of like that the water looks like it's small and close, a little bit of confusion over the scale of things seems fitting when you don't want to pin stuff down too much. Obviously the slugcat isn't half an inch tall and taking a bath in a droplet, but that little effect serves as a reminder that we don't actually know all too well what we're looking at.

By the way - and maybe this has been answered before and I missed it - what is the penalty for dying in the game? Do you start all over from day one with no flies?
The classic idea, which we're still holding on to, is that you'll be allowed to restart the "cycle" - a cycle is basically a level, except it's not geographically contained, so more like a "mission" or whatever name you want to use for "chunk of play". In a cycle you wake up from hibernation, go out and try to hunt for food, and need to return to hibernation before the rain gets you. Hibernation acts as save points, meaning that if you die you get to retry that cycle.
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rj
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« Reply #2247 on: October 23, 2014, 07:23:13 AM »

all of this is fantastic

i'm just wondering: is the color of the water set? seems a little hyper-saturated for the world around it


edit: also, can you hibernate anywhere? or is there a fixed point (or fixed points) that you must reach?


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« Reply #2248 on: October 23, 2014, 07:26:01 AM »

^^^
Ah, well even if it's not lizards, but some deadly aquatic species, keeping the water dark and murky plus biolumiescent creatures would be really intense. Especially since things could easily blend in and would be unclear if it's a creature or just some hanging roots or flora on the bottom..until you get close and it starts moving or flashes or something like that

But to your original update question, I think the less visible and clear, the better. Of course you still want the player to be able to understand what's happening, but dark and obscured water adds a lot of tension IMO.
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« Reply #2249 on: October 23, 2014, 07:33:16 AM »

also: i like that the background is visible underwater despite the foreground being silhouetted, but i think that further from the surface of the water it would make more sense for everything-background included- to darken (as real water does); is it possible to have just a simple gradient, for instance, on a layer in front of the background but behind the water? so that the background (and, as well, everything else) gradually fades to black/very dark blue/grey/etc?

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« Reply #2250 on: October 23, 2014, 07:39:17 AM »

You're a magician, Joar.
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« Reply #2251 on: October 23, 2014, 07:44:39 AM »

That water is intense. Like, it's completely disconnected from the world, imo D:

Maybe desaturate the color of the water a bit?

Also, the water looks like jelly. But, i LOVE the swimming animation. Oh man, that slugcat is wonderful!
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« Reply #2252 on: October 23, 2014, 09:11:59 AM »

Dang Joar, that water looks amazing Crazy
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« Reply #2253 on: October 23, 2014, 09:25:40 AM »

He is very bouyant - that's what makes it look jelly-like to me.  But maybe rain world should have very dense water (or less dense air more properly).  Also that little refraction effect near the surface is awesome
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« Reply #2254 on: October 23, 2014, 09:34:58 AM »

I would like to see a version where the slugcat sinks and has to struggle to the surface. Might not work with the gameplay but idk.

Are you using verlet integration to do the surface of the water?

http://andrew-hoyer.com/experiments/cloth/
http://www.derschmale.com/2009/02/25/verlet-newton-fp10-cloth-simulation/
http://en.wikipedia.org/wiki/Verlet_integration
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« Reply #2255 on: October 23, 2014, 11:56:05 AM »

Quote
I'm kind of leaning towards not having many creatures that are both land and water dwelling - it's easier and feels cleaner to have some separate (vicious!) water fauna that will eat whatever falls down there.

totally agreed! i like the idea of water creatures being so nasty that even lizards are like NOOOOOOPE


On the subject of jelly water: this is probably some crazy fantasy alien planet or whatever, that "water" could be liquid helium or methane where the viscosity is higher than h20. same with the "rain". in my mind, subtle weirdness is an asset. as long as it looks cool!
« Last Edit: October 23, 2014, 12:13:01 PM by jamesprimate » Logged

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« Reply #2256 on: October 23, 2014, 12:17:19 PM »

LOL, you guys are so ahead of the curve. getting it all BEFORE its on Destructiod: http://www.destructoid.com/slugcat-gifs-slugcat-gifs-282920.phtml

 Cool
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« Reply #2257 on: October 23, 2014, 12:34:52 PM »

LOL, you guys are so ahead of the curve. getting it all BEFORE its on Destructiod: http://www.destructoid.com/slugcat-gifs-slugcat-gifs-282920.phtml

 Cool


Yeah!  Nice to see quite a few of them collected in one place; can't wait to share the link on Steam.
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rj
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« Reply #2258 on: October 23, 2014, 12:39:14 PM »

On the subject of jelly water: this is probably some crazy fantasy alien planet or whatever, that "water" could be liquid helium or methane where the viscosity is higher than h20. same with the "rain". in my mind, subtle weirdness is an asset. as long as it looks cool!

i'm fine with the color being weird! alien planet's all great and i'm down for it. but on a purely aesthetic level i think the color being so saturated is at odds with the rest of the game/areas, which is pleasantly desaturated + has excellent color use

also that thing i said about gradient background etc etc

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« Reply #2259 on: October 23, 2014, 02:10:08 PM »

Man man maaan... so much hype
I've been watching over this for a while and man this looks amazing, joar is officially a Wizard
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