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1034452 Posts in 41724 Topics- by 33329 Members - Latest Member: Seki

August 20, 2014, 10:17:59 PM
TIGSource ForumsFeedbackDevLogsProject Rain World
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Author Topic: Project Rain World  (Read 173847 times)
jamesprimate
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stealth ferret platformer


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« Reply #390 on: April 12, 2013, 04:35:46 AM »

ahh cool! im no visual artist, but i personally like these, because of the legibility AND because is looks sort of like some of the in-game environmental elements:





Here's the one I'm most fond of right now:




this one the stylization is really really cool BUT its a little illegible... "pain world". I think if its cleaned up just a bit it will look pretty awesome though.

One odd thing that I have an opinion on is having the lizard on the titlescreen. This may be just my silly opinion, but for some reason, I think it might spoil the spookiness of the first few lizard encounters by being confronted with it when you first start up. I liked having the initial impressions being about the bear and the environment and rain, with the lizards being this kind of lurking unknowable death in the shadows. Makes them more terrifying IMHO.

just my 2 cents!
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c023-DeV
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« Reply #391 on: April 12, 2013, 04:44:42 AM »

Wow... lovin it... this reminds me of Flashback and Heart of Darkness, smooth animations and good looking atmosphere!  Hand Thumbs Up Left Hand Thumbs Up Right

The "R" in the typo could use a little redefining for readability because like that it could go through as a "P"

And I seccond the lizzard opinion above for the sake of spookiness
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JLJac
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« Reply #392 on: April 12, 2013, 07:00:11 AM »

Hm. The lizard thing is a really good point. Perhaps the title screen could show off some more environment instead - it could still feature the "growers"(I hesitate to call them plants) that are a pretty iconic element of the RW environments.

The legibility issue is also something I should look at. The R should read R, for example. I think the type might need to have some more work done on it - it can most likely be made made more legible while retaining some of its graffiti-ish aesthetic. The drooping I versions are much more legible, but to me they look a little to "fantasy" and lack a certain "early cartoon" kind of vibe that I really appreciate in the other one.
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fylth
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« Reply #393 on: April 12, 2013, 08:33:20 AM »

ahh cool! im no visual artist, but i personally like these, because of the legibility AND because is looks sort of like some of the in-game environmental elements:



I really like the second one there, I think it fits the feel of the game perfectly. I can imagine that in the top left of the title screen with a slowly scrolling example of one of the environments in the background
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JLJac
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« Reply #394 on: April 21, 2013, 12:51:14 PM »

Update 137

Today I added a little HUD detail, an indicator on the starting screen to how many flies you have to catch this particular hunt.



Later I'll upgrade it with actual graphics. The functionality is in though, it shows how many flies are needed and how many you have.

Other than this I added a new thing - saving flies in the den. As some of you might now, the basic premise of the game is that deadly rains haunt the place for several days in a row. The... creature you play needs food to survive, so when the rain briefly stops it goes out to hunt for bugs. It knows how many days the next rain will last, and has to catch one bug for every day. The game is divided into these "hunts". As the rain season goes on the rains will be longer and longer, demanding you to catch more and more flies in the same limited time.

The saving bugs feature means that if one hunt demands 4 flies, but you catch 6, you'll have 2 at the beginning of the next hunt. I don't know about whether or not to keep this, it seems a bit cheap. Maybe only half of the excess should be stored? That would create complicated rules that would have to be explained in text rather than visually, which is never a good thing. Hm...

As the creatures are clearly shown as eating the extra flies in-game it has to be assumed that they throw the food up again, especially since in co-operative the players share the same numbers. And then it comes to how long a thrown-up bug would last in a inevitably moist animal den, which is something that's too squicky for me to be compelled to simulate in code.

Let's see where to take this feature. It might stay in, and it might not. In either case, catching excess flies will be the way to measure the high score of a campaign playthrough.
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Wolfbane
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« Reply #395 on: April 21, 2013, 03:40:17 PM »

Hey i really like the idea for this sneak / action platformer... if your looking for orchestrations for your videogame id like to work closely with you to make this game as engrossing as possible, hit me up if your looking for a no holds sound professional to collaborate with!!!

Some tunes that i feel work with your ideas here:

https://soundcloud.com/wolfasylum/excuses [more action orientated level]

https://soundcloud.com/wolfasylum/hive [more sneak / action]

https://soundcloud.com/wolfasylum/worn-out [boss level maybe?]

https://soundcloud.com/wolfasylum/fools-errand [sneak em up levels?]



Stuff along these lines maybe? If your liking the direction here drop me a line!



Email: [email protected]

Skype: mattswolfasylum

Soundcloud: https://soundcloud.com/wolfasylum
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jamesprimate
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stealth ferret platformer


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« Reply #396 on: April 21, 2013, 04:22:45 PM »

Blink
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JLJac
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« Reply #397 on: April 24, 2013, 11:01:51 AM »

Man, never until I had one did I realize how fulltime a fulltime job is... It like... fills up your entire time.

Update 138
Today I worked some on the menu layout to have it make more sense. The most complicated menu screen is no doubt the Custom Game screen, so I started with that hoping that everything else would feel easy afterwards. Now I have the layout:



and also the functionality, so it's just a question of applying one on the other. And draw the actual icons and stuff, of course. These symbols are place holder.

The big squiggle will be the game type title, similar in style to the game's title screen. The arrows on the sides cycle through the game types. Between the two lines are the game type options, complete with level tier. The four little ellipses represent the players, you click them to toggle their participation in the game (four player mode is something I'm hoping to do, but I've not actually tried it so I'll have to see how the engine is able to handle it). Here I'll use the in-game sprites, they'll animate between the standard standing animation and a sleeping animation. Other than that there are some small buttons doing some small but necessary things, such as resetting things, scrolling and so on.

I think that I'll have the "all levels list" on the left dissapear down the edge of the screen when not used, in order to make the whole thing perfectly symmetric.
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JLJac
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« Reply #398 on: April 24, 2013, 11:08:11 AM »

@Wolfbane
Hey thanks! I really like your stuff. However, I already have a music/sound artist on board, James Primate, who has made no less than 15 (!) awesome tracks for me as well as some sound effects. So we don't really need any more music. But you could always contact James, he's the one in charge of the music and maybe he has some ideas. He's on these forums.
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JLJac
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« Reply #399 on: April 26, 2013, 01:44:43 AM »

Update 139

Yesterday I did some small but important changes, most notably changing the hard coded "if key is pressed" solutions for input into an actual input system, that I copied straight from my old game block towers. There's still no way to set up your controls, but I should get to that. Another thing I did was to save the options to a file in a similar manner to the save games, though not encrypted.

And I made this mock-up for a pause screen:

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peanutbuttershoes
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wat a hell


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« Reply #400 on: April 26, 2013, 11:19:50 AM »

supa cool. those guys are scary as heck.

Are you going to eventually be using another font for the options in the menu?
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wat a hell

JLJac
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« Reply #401 on: April 26, 2013, 12:10:03 PM »

Hm... I've been pondering on that and think I'll actually not. I think there's some interesting graphical contrast between the crazyness of the title script and the strictness of the menu texts. Something like this works well, according to me.



The title here is of course not supposed to be "rain world", but a name of a game type instead.

EDIT: And this is when I realize that I've based my menu layout on a 600x800 canvas while my actual game is 1024x768. Well, I'll have to scale it I guess. The proportions should be the same.
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Chromanoid
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« Reply #402 on: April 27, 2013, 04:12:45 PM »

just a random opinion: I love the style of the game, but for me, this fancy graffiti stuff  doesn't play well with the rest. It looks too cute and curly to me. That said, I will play the game (and pay for it?) anyway  Smiley Hand Money Right

suggestions: streetsigns as logo/captions inspiration or maybe arrows and stuff around the graffiti inspiration
« Last Edit: April 27, 2013, 05:09:19 PM by Chromanoid » Logged
JLJac
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« Reply #403 on: May 04, 2013, 12:18:44 AM »

Wow, that video was really cool!
As for the graffiti, I'm still kind of searching for my style... I knew from the start that I wanted the interface to have some sort of black and white graffiti, but I didn't know exactly what it would look like - that's what I'm trying to nail down now. I don't want it to be "cute and curly", rather I think what I'm going for could be summed up as "stange". We'll see how I'll get there.

As for the  Hand Money Left Hand Money Right I plan to release the game for free - that way no one can complain about it being buggy and unplayable hehe! I might put up a donation page though.

Update 140
I'm sorry for not writing here very often these days. It's for your own safety though, as you could easily die from boredom if I put all the things I'm currently doing up here. I'm doing... interface stuff -.- So, basically, I've been implementing stuff like sliders for sound and music volume, different kinds of buttons, frameworks for how buttons will handle highlighting, checking if the pointer is above them, and so on and so on.

The main reason why this is so time consuming is that I'm making the entire interface accessable through both mouse and keyboard. I think that will be a really nice feature in the end, especially for those players who prefer to use a controller (which reminds me that I probably should add joystick input too... but that'll go under the keyboard framework).
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happymonster
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« Reply #404 on: May 04, 2013, 12:45:29 AM »

For some reason, for the title font and the idea of rain I'm going with almost diagonal line to emphasise the rain /// - Perhaps an italic kind of font?
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