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877488 Posts in 32868 Topics- by 24305 Members - Latest Member: orloff

May 19, 2013, 04:10:26 PM
TIGSource ForumsDeveloperFeedbackFinishedSWOOOORDS! Colon Lords of the Sword [co-op dungeon-brawler]
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Author Topic: SWOOOORDS! Colon Lords of the Sword [co-op dungeon-brawler]  (Read 7765 times)
richy486
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« Reply #30 on: June 23, 2012, 11:03:06 PM »

looks really slick, cant wait to play it
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Eigen
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« Reply #31 on: June 23, 2012, 11:40:55 PM »

[meetup image]

Got some playtesting in at the Mount Royal Game Society meetup tonight!

Man, it must be so cool to see your game running on a big screen with so many people around playing it. It was probably pretty productive ... did you get any good feedback/results? I would love to do a test session like that. Even if I let one friend play and watch him, I get so much more insight that I would've otherwise.
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flipswitchx
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hooray!

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« Reply #32 on: June 24, 2012, 04:07:15 PM »

Looks awesome kinda like gauntlet legends but more strategic with the fighting if I remember gauntlet at all.
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nihilocrat
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« Reply #33 on: June 27, 2012, 10:01:54 AM »

Man, it must be so cool to see your game running on a big screen with so many people around playing it.

Seeing it for the first time, it's pretty surreal. Sure, it's only like 30 people you already know, but it's an accomplishment.

did you get any good feedback/results? I would love to do a test session like that. Even if I let one friend play and watch him, I get so much more insight that I would've otherwise.

This is actually the main reason I show my games at meetups. In-person feedback is invaluable. It is a zillion times more useful than any online feedback you might get. You actually see things that frustrate players that they might not mention otherwise. You will see tiny little annoyances and flaws in your controls, content, and mechanics that you would never notice yourself. People will point out things and ask questions about stuff that you never really thought about. People will give you bad advice (expected) but will also give you their first reactions and what they think of the game in a sentence or two. People will undermine your entire game for a few moments as they point out some very major flaw, which you will slowly realize is not as catastrophic as you thought (hopefully!). This is invaluable for making an enjoyable game.


I have a question that's been eating away at my mind for a few weeks now. I'm not sure what to do about the release. I've got three scenarios in mind:

* Release for free as-is, with no plans for a commercial sale. Obviously, this is the easiest. However, I am really excited about the idea of...
* Selling the game after some extra polish and addition of more content. The current game would be released as a demo (perhaps with just a few minor limitations to upsell the paid version).
* Release for free as-is, but keep working on a much bigger kind of game (Urverden) with wilderness and towns and NPCs and all sorts of other procedurally generated stuff that will take at least a year or two to complete, with plans to sell that. SWOOOORDS would remain as a "combat prototype" for this much bigger game.

I've done a lot of research on indie game marketing and I feel like I've got to decide now and then do the release based on my future plans. It seems like if I wanted to sell the game, it would be best to release the demo and the paid version simultaneously so that people who like the demo could immediately buy the game. If I took the other options, I would of course just release it soon and trickle out updates like I've already been doing for the bigger commercial project.

I need to get a final playtest pass organized with some local people, stuff has been really busy at work so it's just been hard to get it together. After that playtest, I will undoubtedly run into some extra work needing to be done, and I'll need to fix a few remaining bugs and UI stuff remaining. I bumped up the thread title to 90%!
« Last Edit: June 27, 2012, 10:12:20 AM by nihilocrat » Logged

Alex Norton
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« Reply #34 on: June 27, 2012, 07:32:26 PM »

This looks super cool. I'm a big fan of Gauntlet, so this made me jump with excitement! Keep up the awesome work!
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Malevolence: The Sword of Ahkranox
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nihilocrat
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« Reply #35 on: August 04, 2012, 08:40:17 PM »


  • Dodge becomes Jump when wielding certain weapons
  • Explosive barrels! You know the drill.
  • Spikes are boring! Whirling blades are awesome!
  • Player 2 is a pretty cool guy who doesn't afraid of anything, even when he's dead.

After a month of silence, I realized I haven't been posting! All sorts of new stuff, but I'm really trying to wrap things up. I'm not going to let myself get through the month of August without a release. Gomez

Hand Metal LeftNew Gameplay Video!Hand Metal Right

Something brütäl this way comes!

« Last Edit: August 04, 2012, 09:43:25 PM by nihilocrat » Logged

Dom2D
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« Reply #36 on: August 09, 2012, 08:02:34 AM »

Epic.
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nihilocrat
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« Reply #37 on: August 10, 2012, 04:51:58 PM »

The "box art" is finished, thanks to cab



Sent off an email to playtesters. The game will be done by the end of the month, I'm totally serious this time! Gomez
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JobLeonard
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« Reply #38 on: August 17, 2012, 12:17:22 PM »

I love highly-detailed handdrawn/painted box art combined with minimalist graphics. So evocative...
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Dave_C
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« Reply #39 on: August 17, 2012, 04:42:31 PM »

Added ranged enemies (javelin throwers):



hey this looks like my kinda game, what a huge undertaking, hang in there XD

a little off topic but may I ask how you make those animated gif recordings?
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eigenbom
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« Reply #40 on: August 17, 2012, 05:00:19 PM »

sweet, can't wait for the release!
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nihilocrat
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« Reply #41 on: August 30, 2012, 07:20:57 PM »

I'm pushing the release date a week back to September 7th thanks to some personal issues. The release was pretty arbitrary anyways, just some date to get me to stop reworking or polishing and release the damn thing.


I make the gifs with Fraps and VirtualDub. Here are the steps I take:

* Record in Fraps, no surprises there.
* Open the .avi in VirtualDub and move the playhead to the location where you want to start the GIF sequence.
* Click the black left-facing arrow at the far right end of the play/pause/etc. buttons
* Move the playhead to where you want the sequence to end and click the right-facing arrow.
* Go to Video->Frame Rate, set it to skip every other frame (to cut down on size)
* Go to Video->Filters->Add.. and pick "null transform".
* Click "Cropping"
* Set the X1, X2, Y1, and Y2 parameters to your liking. Drag the playhead across the entire clip you selected to make sure everything gets in the shot.
* Make sure "Video" is set to "Direct stream copy" to ensure the GIF is a pixel-perfect copy of the clip.
* File->Export->Animated GIF
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Shackhal
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« Reply #42 on: August 30, 2012, 11:08:28 PM »

I saw that you submitted the game on Greenlight. Great! Wink
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nihilocrat
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« Reply #43 on: September 01, 2012, 05:55:58 PM »

Working on the main menu, and playing around with a more google-able name (consecutive vowels pose a problem), which logo do people prefer?





« Last Edit: September 01, 2012, 08:23:17 PM by nihilocrat » Logged

Belimoth
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« Reply #44 on: September 01, 2012, 09:12:13 PM »

COLON ANNIHILATION is still my favorite subtitle.
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