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1075756 Posts in 44140 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:45:12 PM
TIGSource ForumsFeedbackDevLogsProject Rain World
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Whiteclaws
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« Reply #700 on: October 13, 2013, 06:06:18 AM »

@keo
you mean like the one on the first page ?
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clockwrk_routine
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« Reply #701 on: October 13, 2013, 06:11:18 AM »

sort of but not exactly, since that's kind of a generic font, I do think it's better for this game.
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jamesprimate
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« Reply #702 on: October 13, 2013, 12:42:17 PM »

whoa! having the lizards deflect spears front on is going to hugely change things. I'm scared already! you're totally right that at present it was basically "find spear, go on lizard skewering rampage". Maybe an idea to keep it "easier" at lower levels would be to have the spear damage done to the head be a random figure within certain percentages, and lizard types that appear earlier would just have a higher chance of scoring a higher percentage hit. that way it's not TOTALLY impossible if you somehow have to face one head-on, just more threatening.

I would say that even as it is now, it's not "easy" by any means. it seems to take at least 2-3 spears (or a thorough pummeling with rocks and things THEN a spear) to take down a lizard, and often you will be chased by 2-3 lizards, so that's still some skill to pull off as spears aren't terribly common in the wild. But I think the idea is really good.

When I first started playing, I don't think that spears were implemented yet, so sneaking around a lizard to hunt those last few flies with time winding down was palm-sweating and nerve-wracking, but also probably the most intense/fun id had gaming for a while. the satisfaction of when you DID finally kill a lizard, by tricking it into falling off something, or some other trick, was HUGE. sort of like in half-life two when you finally destroy that first helicopter that has been dogging you. so if this brings more of that atmosphere back into the late game stuff, it's a great development.

Also, I really love the match complete screens! Like many, I think the last panel seems to work the best, with the clean white/ bold black stroke lettering. I think because the font itself is already so complicated visually, the gradients and lighting and all that of the other 3 just makes it too fussy to read.
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eigenbom
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« Reply #703 on: October 13, 2013, 01:17:01 PM »

I'm with Keo, your gui and text should be more minimalist and feel as desolate and lonely as the actual game. Something like this, this or these?

Mind you, it's hard to tell. If your music is bouncy and ironic then maybe the bubble font would work better. Smiley
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clockwrk_routine
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« Reply #704 on: October 13, 2013, 01:20:32 PM »

<3 dat second font
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JLJac
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« Reply #705 on: October 14, 2013, 06:12:31 AM »

@christian, I like your ideas. The spear could definitely be made more of a multi-tool. Already it's possible to lodge it in a wall and use it for climbing, but your idea for rigging it as a pole and trick lizards to drop on to it is awesome as well. The core of the game is to have few things, but explore many interactions between them, and more functionality for the spear certainly fits in that theme.

@Keo, thanks for being interested! We've been talking a lot about the font stuff in the thread already. I know your frustration, it's like "gaah! He's making a cool game, but then he has to go wrong with this one choice and mess it up! Doesn't he understand the art he himself is creating!?" and I've felt that way many times too... Thing is, there isn't really anything I can say that will make you go "AHA! In that case, the font is awesome!" Here's my attempt to explain, at least, from the last time this was brought up.

Klick the quote

Short version is that I'm not trying to create something "artsy", or maybe I am, but in that case it's going to have its roots firmly planted in cartoons, graffiti and pop culture. In order to create some kind of weird contrast, that will make it feel even more desolate. It's probably not going to work, and it's going to be frustrating as hell to whatch me ruin what could have been a super atmospheric game, but well, I've gotta try to do what I want to do Smiley If the failure is too crazily big I might go with a "gritty" typography instead, it's never too late to give up~

@James, yeah, I've found a way to keep it reasonable, which is that spears and rocks still stun when they hit the head, they just don't do much damage. That way a spear is almost guaranteed to get you out of a tricky lizard situation, because you can smack it in the face and leave in the ensuing confusion.

And yeah, I know it's not easy  Evil Good thing with making it a little harder though, is that the excitement/processing power index goes up, as fewer lizards pose more of a challenge. Now 2 or 3 of them is quite enough for me to try to fend of, while earlier I had kind of a walk in the park with 4 of them at the same time, which was tougher on the computer.

it seems to take at least 2-3 spears (or a thorough pummeling with rocks and things THEN a spear) to take down a lizard...

This is something I've changed now (or fixed, as it was more or less a bug). Lizards were never supposed to fight till death, as it's not a war, it's about creatures wanting to eat. Back when spears where new a lizard would retreat to its hole if you hit it with a spear, but later something happened that made them keep on going like zombies. Now I've patched up the old system, and once again they stop pursuing you when you damage them enough. So, even though it still takes 2-3 spears to kill a lizard, one solid hit is enough to get rid of it. Then of course you might still want to kill it, because otherwise it will take a valuable spear with it into its hideout.

Update 186

This is what a typical action sequence looks like with the current game rules:



It reads a bit better with sound. Basically what happens is that I spear them, and then I action around in attempts to retrieve my spears without them biting me. Because I only have 2 spears, and these enemies take a minimum of 3 hits to kill. When their heads flash white, that's when they're deflecting spears. It might be a little hard to understand what's going on without the sound indicating when I actually do hit them in the flesh, but you get the idea.

Note how the blue lizard tries to pick up a spear, but I snatch it from its jaws. That's a very dangerous manouver  Grin

Other than recording this gif I spent today polishing some of the new stuff that has come with the "hard heads" change. For example, now that the game actually keeps track of spears going in the mouth of the lizards, I added a new separate "throat health". When lizards want to do mouth based stuff, such as spitting or throwing out their sticky tounges, they need to check against their throat health first. So if you manage to jam a spear down there, or even hit them with a few rocks in their mouths, they won't be able to do that stuff any more.
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johnki
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« Reply #706 on: October 14, 2013, 06:24:44 AM »

It looks like the new rules definitely change things up a bit.

The red lizard seemed to get stuck in the corner a bit easily though.
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JLJac
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« Reply #707 on: October 14, 2013, 06:33:26 AM »

Yeah, they have that behaviour. In this case it's because he's stunned though, he just recieved a hit to the head. If you don't harass them they're usually able to manouver around quite well, but when they get hit in the head they're often turned around so that their orientation is different from what their path finding brains think, and then they need a moment to readjust.

A moment that I, in this case, used to my advantage Evil
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clockwrk_routine
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« Reply #708 on: October 14, 2013, 07:03:20 AM »

oh sorry, yea I didn't read to what length it's already been discussed.  also what you say is a really interesting, I haven't viewed your game with those premises, your game has strong underlying tribal elements (spears, pit traps, hunting) that suggest with the setting being ruins and very industrial, almost post-apocalyptic to me, so this narrative that these creatures somehow emerged from that is the most clearly communicated to me. 

Anyways you clearly know what you are doing, this is honestly probably my favorite projects to watch here.  Look forward to how this turns out.
« Last Edit: October 14, 2013, 07:32:00 AM by keo » Logged
ANtY
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« Reply #709 on: October 14, 2013, 07:10:13 AM »

Quote
OH WOW, WHAT THE FUCK, HOW DID I NOT SEE THIS GAME EARLIER

IS IT EVEN POSSIBLE FOR A GAME TO LOOK LIKE THIS???
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johnki
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« Reply #710 on: October 14, 2013, 07:15:00 AM »

Yeah, they have that behaviour. In this case it's because he's stunned though, he just recieved a hit to the head.
Ah, that makes sense.

Also, really liking the fact that you do have the option of risking your life to grab a spear from a lizard while it's still alive.
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Christian
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« Reply #711 on: October 14, 2013, 03:48:43 PM »

This has probably been asked already but why do you want to release this game for free? If this was on Humble or Paypal to pre-order right now, I'd easily drop $10 or $15 for this. You put so much time and care into this game (and I caught up on all 48 pages so I've seen how much you've invested in this project), wouldn't you want to be compensated for all that? This game is something special, it deserves to be more than just a freeware game. Do you even have plans to maybe put the game on Greenlight?
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Gimym JIMBERT
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« Reply #712 on: October 15, 2013, 03:58:18 PM »

Did you enter IGF?
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« Reply #713 on: October 15, 2013, 04:21:43 PM »

Did you enter IGF?
+1 to this
Definitely submit Rain World!
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Whiteclaws
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« Reply #714 on: October 15, 2013, 04:30:47 PM »

Did you enter IGF?
+1 to this
Definitely submit Rain World!
we have a winner
Fish , go back home
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ANtY
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« Reply #715 on: October 15, 2013, 05:07:05 PM »

Did you enter IGF?
+1 to this
Definitely submit Rain World!
we have a winner
Fish , go back home
maybe next year, I heard they plan on adding a rule that you can't submit and win with the same game more than 3 times
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JLJac
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« Reply #716 on: October 16, 2013, 06:20:21 AM »

Yep, we're submitting it :D

Update 187
Panic work rush because of IGF submission. I finally implemented the end of match screen, a new pause screen, and a game over screen for single player. This is stuff I've been putting up for like, a year. No, seriously, a year is a reasonable estiamtion for when I first started to think "maybe it's time to fix the end och match screen". Today I sat down and DID IT.

For all the typography I've used what I currently have. I know it's not 100%, but I figure it's better for IGF than the placeholder stuff that I drew with my mouse in 4.2 seconds in order to know which image was which. Lol. But the technical setup I have should allow to change graphics pretty easily.

Only thing left to do is the "end of multiplayer game session" screen. When you play multiplayer, you select a few levels and they're added to a tier. When you finish one of them, there's an "end of match" screen that pops up on top of the level, that basically states who died and who survived, and how many flies each player caught. Also a match winner is nominated.

When this has happened a few times, and the tier is out of levels, the game should take you to the "end of session" screen, where a session winner should be nominated (the one with most matches won) and some statistics for each player should be visible. That's the thing I need to do now.

But, James says we can re-upload after the deadline, so maybe I'll do that if things get too frantic Smiley
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Little Nando
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« Reply #717 on: October 16, 2013, 12:04:52 PM »

Lots of luck on IGF! The game looks amazing Smiley Really looking forward to playing this!  Gomez
Am sure you answered this too many times before, but where/when do you plan to release this??
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Whiteclaws
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« Reply #718 on: October 16, 2013, 12:08:21 PM »

IGF , YOU GOT MY VOAT  Corny Laugh
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« Reply #719 on: October 21, 2013, 08:28:39 AM »

Will there be a blog or twitter or facebook page that I can follow via RSS soon? I've had this tab open in my browser for like a year now so I don't lose track of the project.  Smiley
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