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878909 Posts in 32944 Topics- by 24352 Members - Latest Member: odingrey

May 22, 2013, 11:38:32 PM
TIGSource ForumsDeveloperFeedbackDevLogsPassengers - smalltalk on a surreal night train
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Author Topic: Passengers - smalltalk on a surreal night train  (Read 5444 times)
Noyb
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« Reply #15 on: May 11, 2012, 10:08:19 AM »

This has a really incredible atmosphere. Looking forward to seeing it develop! Smiley
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Useless_Shotgun
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« Reply #16 on: May 11, 2012, 03:11:08 PM »

Great game, I always love the ones that make you think. Music is good, and I love the art style for the people. This  made me want to join to comment and add a few lines. Hope you like them.
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orihaus
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« Reply #17 on: May 13, 2012, 02:55:14 AM »

@Useless_Shotgun Seconded! Added a few lines myself. Gentleman
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jarnik
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« Reply #18 on: May 14, 2012, 04:04:23 AM »

Thanks everyone for your support! It's an amazing morale boost to hear someone likes the outcome of your efforts! The Rock Paper Shotgun and IndieGames.com posts blew me away Kiss

Specifically thanks to eigen, hritter, radiatoryang, Noyb, Useless Shotgun, freakoftheuniverse, Bird59 and orihaus for new character sheet contributions! We've got a lot of interesting characters now.  Grin (would NOT want to meet some of them  Who, Me?)

I'm sorry about the glitches and quirks. As it's just a prototype with almost zero time direct playtesting feedback, I hope it's understandable. Have no fear, the full version will be thoroughly tested and debugged.

As for word catching - there are about 4 modes randomly variating now. I'd like to have a different mode for each stage (with rising difficulty). There are plenty of options aside to simple catching - show a word ripped in halves, then drag halves together before they dissappear / show multiple parts of multiple words, choose correct halves to fit together / all current modes with time attack / letting the word lighten up by dragging it near multiple light sources scattered across the screen ...
The point is to give the player a hard time focusing on the meaning of the words and assigning it to a character while catching the words.
Perhaps if instead of catching the words, you had to rearrange the words of the sentence into the correct order. Well maybe not every individual word, but groups of 3 or so words. That might encourage the player to focus on the meaning of the words more.
Great idea, thanks!

As for passenger variance - each train line will feature a specific subset of passengers (you won't meet them elsewhere). The point is to have as diverse group as possible to make each passenger's lines distinguishable from others within the same group. Also the passengers will appear in pseudo-random order to avoid meeting the same character twice in one game. This largely depends on the final number of passengers in the game, of course.

I'm a bit confused about some responses on the RPS though. It seems that some people think of the Passengers as a self-proclaimed piece of art. I don't have any such intention (and/or skills), I'm just aiming to provide some interesting atmosphere without any specific deeper meaning.
As for not-enough-gameyness, I'm aware of that and quite satisfied with the current status - adding enemies, powerups etc. would not fit the current gameplay. But if you have any ideas on how to make it more gamey (while supporting the current atmosphere), I'm eager to hear them!
What I'm thinking of now is:
  • adding more word-cactching modes
  • have some development element that would carry on across the stations (showing your current progress, possibly a motivation to keep on playing)
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jarnik
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« Reply #19 on: June 06, 2012, 01:59:14 AM »

Yay, managed to drag in a skilled storywriter to help with the concept yesterday evening! Smiley

There is going to be 5 train lines, each with his own story to get revealed throughout the ride. It's gonna be weird and interesting.
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orihaus
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« Reply #20 on: June 06, 2012, 02:25:45 AM »

It's good to know this is making progress! Noir
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jarnik
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« Reply #21 on: July 29, 2012, 03:08:40 AM »

It's going slowly, but there is some progress  Apoplectic

I got in touch with a skilled music & sound designer - http://soundcloud.com/earlstorms
He seems to like the project and agreed to join in.

The scriptwriter buddy has come up with a specific settings for all the 5 lines.

Meanwhile, I've scrapped most of the previous code, setting up a brand new gameplay structure and asset management.

Next step is to make some dummy content and start looking for an artist (I'll need around 200 characters and 60 backgrounds).
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jarnik
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« Reply #22 on: September 14, 2012, 05:38:52 AM »

I have found an artist, he is working on backgrounds right now.

The script is stuck at the moment, as our writer seems to be busy with other work.

In addition to a simple word catching, there are now 9 other modes: Charge, Flow, Invaders, Order, Sonar, Choose, Join, Path, Sync

[ WORD MODE DEMO - PLAY ONLINE ]

I've compiled a demo of these new gameplay modes. If you've got a minute, I'd be glad if you could try it out. The gameplay data are logged anonymously, so I'll have a basic idea of how it went. Nevertheless, please do not hesitate to comment on anything.
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HernanZh
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« Reply #23 on: September 14, 2012, 06:48:15 AM »

I tried a few, but I had a hard time understanding some of them...
Like, I don't know what to do with sync.
And with sonar, words can get stuck in eachother.
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Noyb
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« Reply #24 on: September 14, 2012, 07:21:17 AM »

I'm glad to see this is still in development!  Smiley

It's the content of these words and the act of understanding the stories told by the passengers that's most interesting to me. I don't think it necessarily needs to be difficult or gamey to collect the word fragments.

Generally, I didn't find the click+hold input method to be very intuitive. A number of these could be made more responsive/intuitive by dropping clicking and just using mouse movement/hovering. I'd probably also tweak the string splitting algorithm to make sure a period isn't in a substring by itself; it's a smaller target than the others.

Tap - most intuitive
Charge - took a bit of time to figure out I had to click and hold. just clicking on a word didn't give me any visual feedback I was on the right track. based on the name and previous mechanic, expected this to be mechanic of just hovering the mouse over a string.
Flow - had to both take in that the circle was the goal and that clicking and holding changed the motion of the strings. not very intuitive, particularly since some fragments can get caught by luck of the strings' starting velocity or random motion.
Invaders - again with the click and hold. unless you're planning on making it musical, matching the frequency of the shots to an external background beat, I'd suggest having the catchers fire immediately upon a mouse click. or keeping the extrinsic beat times, but buffering input such that clicking off-beat causes a shot to be fired on the next beat. Or dropping clicks altogether and just continually firing.
Order - I like this one. Promotes engagement with the text.
Sonar - this got confusing. clicking on strings made them flash once, felt like positive reinforcement. gets really confusing if you clump up the strings, causing them to ping at different rates simultaneously. also feels like a lot of work/effort for every single string compared to the other methods. might be streamlined a bit by having a single catcher per round, maybe made visible when it catches the first string in that round.
Choose - funny
Join - I like this one. a bit finicky to actually join the substrings. seems like the sonar one where the dragging mechanics are overeager to drag multiple substrings at once.
Path - invisible paths? really now? I thought at first the goal was to get the two words to meet, which was almost supported by paths that nearly met. seems a bit easy to lose dragging focus if you're moving at the wrong speed.
Sync eh. difficulty determined by the random number generation, involves a lot of mouse movement.
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jarnik
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« Reply #25 on: September 14, 2012, 07:33:12 AM »

I tried a few, but I had a hard time understanding some of them...
Like, I don't know what to do with sync.
And with sonar, words can get stuck in eachother.

I'd like the solution to be a part of the challenge (not just completing the task, but discovering how each mode works). I realize there are no clues about the solution now, that's why I'm releasing this demo to get feedback on which modes need thorough explanation (through visual aids) and which need not to be explained.

Sync - upon clicking, word lightens up, then fades. Each word fades with a different speed. The goal is to get all the word parts lit up to the maximum at the same time.

Sonar - true, they can get stuck. It should be possible the separate them by carefully dragging their corners. I'll think of a workaround in case it got too annoying.

Generally, I didn't find the click+hold input method to be very intuitive. A number of these could be made more responsive/intuitive by dropping clicking and just using mouse movement/hovering. I'd probably also tweak the string splitting algorithm to make sure a period isn't in a substring by itself; it's a smaller target than the others.
...
Great, great feedback! Thanks a lot!
The game is meant primarily for touch screen devices (that have no hovers), so it's kinda clumsy when controlled by a mouse. Dropping clicks is a good idea, I'll think about making the input methods more unified.
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TobiasW
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« Reply #26 on: September 14, 2012, 09:40:29 AM »

Wow, I love the current demo. So atmospheric!

Only one thing bothers me: Having to redo the words of people who got out and enter again. The mankind-thing made no sense to me, so I at station 3 had to listen to the same 5 people about 4 to 5 times...

Oh, and the sound effect for "appearing word" kinda breaks the atmosphere.


edit:
It just crashed for me, second time it happened. I answered a question right, and it's just frozen like this: http://puu.sh/152qr
(I enabled your debug output, because I thought it might help you.)

Last time it happened after I answered a question wrong and everybody left.
« Last Edit: September 14, 2012, 09:48:31 AM by TobiasW » Logged

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